mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 04:33:31 +00:00
Updated docs
This commit is contained in:
parent
3d677a7996
commit
65e4a7734a
1 changed files with 12 additions and 7 deletions
|
@ -24,24 +24,29 @@ var Vertex = require('../../geom/mesh/Vertex');
|
|||
* @classdesc
|
||||
* A Mesh Game Object.
|
||||
*
|
||||
* The Mesh Game Object allows you to render a group of textured vertices and perform basic manipulation
|
||||
* of those vertices, such as rotation, translation or scaling.
|
||||
* The Mesh Game Object allows you to render a group of textured vertices and manipulate
|
||||
* the view of those vertices, such as rotation, translation or scaling.
|
||||
*
|
||||
* Support for generating mesh data from grids, model data or Wavefront OBJ Files is included.
|
||||
*
|
||||
* Although you can use this to render 3D objects, its primary use is for displaying more complex
|
||||
* Sprites, or Sprites where you need fine-grained control over the vertices in order to
|
||||
* Sprites, or Sprites where you need fine-grained control over the vertice positions in order to
|
||||
* achieve special effects in your games. Note that rendering still takes place using Phasers
|
||||
* orthographic camera. As a result, all depth and face tests are done in orthographic space.
|
||||
*
|
||||
* The rendering process will iterate through the faces of this Mesh and render out each vertex
|
||||
* within that is considered as being counter-clockwise. Because of this you should be careful
|
||||
* not to use model data with too many vertices, or complex overlapping geometry.
|
||||
* The rendering process will iterate through the faces of this Mesh and render out each face
|
||||
* that is considered as being in view of the camera. No depth buffer is used, and because of this,
|
||||
* you should be careful not to use model data with too many vertices, or overlapping geometry,
|
||||
* or you'll probably encounter z-depth fighting. The Mesh was designed to allow for more advanced
|
||||
* 2D layouts, rather than displaying 3D objects, even though it can do this to a degree.
|
||||
*
|
||||
* In short, if you want to remake Crysis, use a 3D engine, not a Mesh. However, if you want
|
||||
* to easily add some small fun 3D elements into your game, or create some special effects involving
|
||||
* vertex warping, this is the right object for you. Mesh data becomes part of the WebGL batch,
|
||||
* just like standard Sprites, so doesn't introduce any additional shader overhead.
|
||||
* just like standard Sprites, so doesn't introduce any additional shader overhead. Because
|
||||
* the Mesh just generates vertices into the WebGL batch, like any other Sprite, you can use all of
|
||||
* the common Game Object components on a Mesh too, such as a custom pipeline, mask, blend mode
|
||||
* or animated texture.
|
||||
*
|
||||
* Note that the Mesh object is WebGL only and does not have a Canvas counterpart.
|
||||
*
|
||||
|
|
Loading…
Reference in a new issue