Geometry built by the script, vertex by vertex.
void beginUpdate()
Starts re-defining an existing section (the next one), for dynamic geometry.
void position(const vector3 &in pos)
Adds a vertex at the given position; call the other vertex attribute methods after this.
void colour(const color &in col)
Sets the colour of the current vertex.
MeshPtr convertToMesh(const string &in name, const string &in group='General')
Converts the geometry to a mesh, which can then be used to create entities.
void end()
Finishes the current section.
uint getCurrentVertexCount()
Number of vertices in the section being defined.
void normal(const vector3 &in norm)
Sets the normal of the current vertex.
void textureCoord(float u, float v)
Sets a 2D texture coordinate of the current vertex.
void textureCoord(const vector2 &in uv)
Sets a 2D texture coordinate of the current vertex.
void textureCoord(const vector3 &in uvw)
Sets a 3D texture coordinate of the current vertex.
void index(uint32 idx)
Adds a vertex index; if you don't add any, vertices are used in order.
void begin(const string &in materialName, RenderOperation opType, const string &in rg)
Starts defining a new section.
void getCurrentIndexCount()
Number of indices in the section being defined.
A shared pointer to a mesh resource.
RenderOperation
The rendering operation type to perform; binding of Ogre::RenderOperation::OperationType
OGRE-AngelScript bindings; Actually named Ogre in the scripts, just changed for docs to separate thin...