User Guide
340 Chapter 16: Working with Models and Model Resources
Use these properties to work with mesh primitives:
Property Access Description Value Range
vertexList
Get and set Vector values for each vertex in the mesh.
Several faces may share a single vertex.
Set the value to the
number of vectors
specified in your
newMesh call.
normalList
Get and set Vector values for each normal in the
mesh. Several faces may share a single
normal. A normalized vector is one in
which all components are of unit length.
You can use the
generateNormals()
method instead of specifying normals
yourself. In that case, set 0 as the number
of normals in your
newMesh() call. The
normals are calculated based on a
clockwise vertex winding. That is to say, if
you imagine the vertices being wound
down a spindle, they would be wound
from left to right, in a clockwise manner.
No default. Instead,
set the value to the
number of vectors
specified in your
newMesh call.
texture
Coordinate
List
texcoordlist
Get and set A list of sublists identifying locations in an
image used for texture-mapping a
triangle. Each sublist contains two values
between 0.0 and 1.0 that define a
location and can be arbitrarily scaled to
any texture size.
No default. Instead,
set the value to the
number of two-
element sublists
specified in your
newMesh call.
colorList
Get and set List identifying every color in the
mesh. Any color can be shared by several
faces.
Alternatively, specify texture coordinates
for the mesh faces and apply a shader to
models using this model resource.
No default. Instead,
set the value to the
number of colors
specified in your
newMesh call.
face.count
Get Number of triangles in the mesh. The number of faces
specified in your
newMesh call.
face[index].ve
rtices
Get and set List indicating which vertices to use for
faces at designated index points.
Set the value to a list
of three integers
specifying the indexes
of the vertices in the
vertexList that define
this face.