Class type Mesh-PIXI._t
inherit PIXI.C.container
method blendMode#=: Js.Internal.meth([ `Arity_1(int) ], unit)The blend mode to be applied to the Mesh. Apply a value of PIXI.BLEND_MODES.NORMAL to reset the blend mode.
method blendMode: intThe blend mode to be applied to the Mesh. Apply a value of PIXI.BLEND_MODES.NORMAL to reset the blend mode.
method drawMode#=: Js.Internal.meth([ `Arity_1(int) ], unit)The way the Mesh should be drawn, can be any of the PIXI.DRAW_MODES constants.
method geometry: PIXI.Geometry.tIncludes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU. Can be shared between multiple Mesh objects.
method material#=: Js.Internal.meth([ `Arity_1(PIXI.MeshMaterial.t) ], unit)Alias for PIXI.Mesh#shader.
method material: PIXI.MeshMaterial.tAlias for PIXI.Mesh#shader.
method roundPixels#=: Js.Internal.meth([ `Arity_1(bool) ], unit)If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. Advantages can include sharper image quality (like text) and faster rendering on canvas. The main disadvantage is movement of objects may appear less smooth. To set the global default, change PIXI.settings.ROUND_PIXELS
method roundPixels: boolIf true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. Advantages can include sharper image quality (like text) and faster rendering on canvas. The main disadvantage is movement of objects may appear less smooth. To set the global default, change PIXI.settings.ROUND_PIXELS
method shader#=: Js.Internal.meth([ `Arity_1(PIXI.Shader.t) ], unit)Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. Can be shared between multiple Mesh objects.
method shader: PIXI.Shader.tRepresents the vertex and fragment shaders that processes the geometry and runs on the GPU. Can be shared between multiple Mesh objects.
method size#=: Js.Internal.meth([ `Arity_1(float) ], unit)How much of the geometry to draw, by default 0 renders everything.s
method start#=: Js.Internal.meth([ `Arity_1(int) ], unit)Typically the index of the IndexBuffer where to start drawing.
method state#=: Js.Internal.meth([ `Arity_1(PIXI.State.t) ], unit)Represents the WebGL state the Mesh required to render, excludes shader and geometry. E.g., blend mode, culling, depth testing, direction of rendering triangles, backface, etc.
method state: PIXI.State.tRepresents the WebGL state the Mesh required to render, excludes shader and geometry. E.g., blend mode, culling, depth testing, direction of rendering triangles, backface, etc.
method texture#=: Js.Internal.meth([ `Arity_1(PIXI.Texture.t) ], unit)The texture that the Mesh uses.
method texture: PIXI.Texture.tThe texture that the Mesh uses.
method tint#=: Js.Internal.meth([ `Arity_1(int) ], unit)The multiply tint applied to the Mesh. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
method tint: intThe multiply tint applied to the Mesh. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
method uvBuffer: PIXI.Buffer.tTo change mesh uv's, change its uvBuffer data and increment its _updateID.
method verticesBuffer: PIXI.Buffer.tTo change mesh vertices, change its uvBuffer data and increment its _updateID. Incrementing _updateID is optional because most of Mesh objects do it anyway.
method calculateUvs: Js.Internal.meth([ `Arity_0 ], unit)Updates uv field based on from geometry uv's or batchUvs
method calculateVertices: Js.Internal.meth([ `Arity_0 ], unit)Updates vertexData field based on transform and vertices
method containsPoint: Js.Internal.meth([ `Arity_1(PIXI.Point.t) ], bool)Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.