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path: root/doc/classes/MeshInstance2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="MeshInstance2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Node used for displaying a [Mesh] in 2D.
	</brief_description>
	<description>
		Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
	</description>
	<tutorials>
		<link title="2D meshes">$DOCS_URL/tutorials/2d/2d_meshes.html</link>
	</tutorials>
	<members>
		<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
			The [Mesh] that will be drawn by the [MeshInstance2D].
		</member>
		<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
			The normal map that will be used if using the default [CanvasItemMaterial].
			[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
		</member>
		<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
			The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
		</member>
	</members>
	<signals>
		<signal name="texture_changed">
			<description>
				Emitted when the [member texture] is changed.
			</description>
		</signal>
	</signals>
</class>