public class MeshSquare extends MeshBase
Perfect if you just want to display a flat Texture. If you are not planning to apply any VERTEX effects to it, use MeshRectangles(1,1), i.e. a Quad. Otherwise, create more vertices for more realistic effects!
MAX_EFFECT_COMPONENTS| Constructor and Description |
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MeshSquare(float[] xLoc,
float[] yLoc)
Creates a rectangular grid of vertices, normals and texture coords.
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MeshSquare(int cols,
int rows)
Creates a rectangular grid of vertices, normals and texture coords.
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MeshSquare(MeshSquare mesh,
boolean deep)
Copy constructor.
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| Modifier and Type | Method and Description |
|---|---|
MeshSquare |
copy(boolean deep)
Copy the Mesh.
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addEmptyTexComponent, apply, apply, getMaxEffComponents, getShowNormals, getTextureMap, getUniforms, getUseCenters, markForDeletion, mergeEffComponents, mergeTexComponents, numEffComponents, numTexComponents, setComponentCenter, setEffectAssociation, setShowNormals, setTextureMap, setUseCenters, writepublic MeshSquare(int cols,
int rows)
cols - Number of columns in the grid.rows - Number of rows in the grid.public MeshSquare(float[] xLoc,
float[] yLoc)
xLoc - list of x-coordinates of vertices. First value: distance of the left edge from 0.
Next values: distance of the next column from the previous. Must be NonNull!yLoc - list of y-coordinates of vertices. First value: distance of the bottom edge from 0.
Next values: distance of the next row from the previous. Must be NonNull!public MeshSquare(MeshSquare mesh, boolean deep)
public MeshSquare copy(boolean deep)