Updated docs

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Richard Davey 2020-10-09 12:07:37 +01:00
parent 3d677a7996
commit 65e4a7734a

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@ -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.
*