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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-07-25 11:44:11 +0200
committerGitHub <noreply@github.com>2019-07-25 11:44:11 +0200
commite9bff84ce3faf843f1c2af7625a04adad162a545 (patch)
tree6666072cd3d687fe2aadc6fa9270f13cb142beaf /doc/classes
parent1481d299ea97fa1311a75a9ee39eb97d624a8619 (diff)
parentff7c37927a7eac929e1518915dbeac259f63398f (diff)
Merge pull request #23820 from clayjohn/pointmesh
Added PointMesh primitive
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/PointMesh.xml17
1 files changed, 17 insertions, 0 deletions
diff --git a/doc/classes/PointMesh.xml b/doc/classes/PointMesh.xml
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+++ b/doc/classes/PointMesh.xml
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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PointMesh" inherits="PrimitiveMesh" category="Core" version="3.2">
+ <brief_description>
+ Mesh with a single Point primitive.
+ </brief_description>
+ <description>
+ The PointMesh is made from a single point. Instead of relying on triangles, points are rendered as a single rectangle on the screen with a constant size. They are intended to be used with Particle systems, but can be used as a cheap way to render constant size billboarded sprites (for example in a point cloud).
+ PointMeshes, must be used with a material that has a point size. Point size can be accessed in a shader with [code]POINT_SIZE[/code], or in a [SpatialMaterial] by setting [member SpatialMaterial.flags_use_point_size] and the variable [member SpatialMaterial.params_point_size].
+ When using PointMeshes, properties that normally alter vertices will be ignored, including billboard mode, grow, and cull face.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <constants>
+ </constants>
+</class>