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