Lib.mesh.draw.DrawMeshHatched - tixl3d/tixl GitHub Wiki
Draws incoming geometry and meshnodes in an abstract shading style.
An interactive tutorial for the complete TiXL render pipeline can be found at [HowToDrawThings].
The most commonly used render methods are [Drawmesh], [DrawMeshUnlit], [DrawMeshHatched], and [DrawMeshAtPoints].
They can then be combined with [SetMaterial], [SetFog], [SetPointLight], and many others to create the look of scenes.
Name (Relevancy & Type) | Description |
---|---|
ColorHighlight (Vector4) | Defines the color in which the bright areas / lines are displayed. |
ColorShade (Vector4) | Defines the color in which the dark / shaded areas are displayed |
LineWidth (Single) | Thickness of the Lines / Highlighted areas |
FollowSurface (Single) | Defines how strongly the lines follow the surface of the mesh. Low values: The lines mainly follow the angle of the view. High values: Lines also increasingly flow along the surfaces of the mesh |
OffsetDirection (Single) | Rotates the alignment of the lines. |
RandomFaceDirection (Single) | Randomly rotates all lines on all faces. |
RandomFaceLighting (Single) | Brightens random faces to varying degrees. |
Shading (Gradient) | Defines the gradient between highlight and shade colors |
Culling (CullMode) | Defines the transparency of the surfaces. None: All surfaces are "bothsided" or always visible from all sides Front: The normals are flipped (frontside is transparent / backside visible) Back: Default (Frontside is visible / backside is invisible) |
EnableZTest (Boolean) | This defines whether the mesh covers itself or is covered by or covers other meshes. |
EnableZWrite (Boolean) | This defines whether the mesh covers itself or is covered by or covers other meshes. |
ColorMap (Texture2D) | Texture Input from [LoadImage]. |
Mesh (MeshBuffersRequired) | Input for Incoming Mesh Geometry |
Name | Type |
---|---|
Output | T3.Core.DataTypes.Command |
⚠ Everything else is automatically generated and will be overwritten regularly.