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authorJuan Linietsky <reduzio@gmail.com>2016-07-23 08:58:19 -0300
committerJuan Linietsky <reduzio@gmail.com>2016-07-23 08:58:57 -0300
commit221cb58382ae34d4f91d9923fd979a328feabace (patch)
tree32ffcaf2b8ed173e73984ca1b17d761a86da200d /doc
parent1eefff283a961dbdd6365924d76db13023abdf68 (diff)
Add some doc to ImmediateGeometry
Diffstat (limited to 'doc')
-rw-r--r--doc/base/classes.xml16
1 files changed, 16 insertions, 0 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index d9f524e614..4c2a0fe7ba 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
@@ -15688,9 +15688,14 @@
</class>
<class name="ImmediateGeometry" inherits="GeometryInstance" category="Core">
<brief_description>
+ Node to draw simple geometry from code, ala OpenGL 1.x
</brief_description>
<description>
</description>
+ ImmediateGeometry is a node used for displaying simple geometry created from code, very similar to how glBegin() and glEnd() worked in old versions of OpenGL (1.x).
+ Simply call [method begin()], and add vertices. For custom vertex colors, uvs, normal, etc. call one of the set_ functions below before adding each vertex. When done, call [method end]
+ Calls to begin/end are accumulative and all geometry is added together. To clear all the geometry, call [method clear].
+ If a material override is set, and this material contains a texture, it's possible to override the texture used in this material for every begin/end set of calls.
<methods>
<method name="add_sphere">
<argument index="0" name="lats" type="int">
@@ -15700,12 +15705,14 @@
<argument index="2" name="radius" type="float">
</argument>
<description>
+ Simple helper to draw an uvsphere, with given latitudes, longitude and radius.
</description>
</method>
<method name="add_vertex">
<argument index="0" name="pos" type="Vector3">
</argument>
<description>
+ Add a vertex with the currently set color/uv/etc.
</description>
</method>
<method name="begin">
@@ -15714,44 +15721,53 @@
<argument index="1" name="texture" type="Texture">
</argument>
<description>
+ Begin drawing (And optionally pass a texture override). When done call end(). For more information on how this works, search for glBegin() glEnd() references.
+ For the type of primitive, use the [Mesh].PRIMITIVE_* enumerations.
</description>
</method>
<method name="clear">
<description>
+ Clear everything that was drawn using begin/end.
</description>
</method>
<method name="end">
<description>
+ Call this when done adding a batch of geometry, otherwise it can't be displayed.
</description>
</method>
<method name="set_color">
<argument index="0" name="color" type="Color">
</argument>
<description>
+ Set the color that the next vertex will use to be drawn.
</description>
</method>
<method name="set_normal">
<argument index="0" name="normal" type="Vector3">
</argument>
<description>
+ Set the normal that the next vertex will use to be drawn.
</description>
</method>
<method name="set_tangent">
<argument index="0" name="tangent" type="Plane">
</argument>
<description>
+ Set the tangent (and binormal facing) that the next vertex will use to be drawn.
</description>
</method>
<method name="set_uv">
<argument index="0" name="uv" type="Vector2">
</argument>
<description>
+ Set the UV that the next vertex will use to be drawn.
</description>
</method>
<method name="set_uv2">
<argument index="0" name="uv" type="Vector2">
</argument>
<description>
+ Set the second layer of UV that the next vertex will use to be drawn.
</description>
</method>
</methods>