mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
Sync classref with 3.2 branch
This commit is contained in:
@@ -38,6 +38,10 @@ The most basic example is the creation of a single triangle:
|
||||
|
||||
The :ref:`MeshInstance<class_MeshInstance>` is ready to be added to the :ref:`SceneTree<class_SceneTree>` to be shown.
|
||||
|
||||
See also :ref:`ImmediateGeometry<class_ImmediateGeometry>`, :ref:`MeshDataTool<class_MeshDataTool>` and :ref:`SurfaceTool<class_SurfaceTool>` for procedural geometry generation.
|
||||
|
||||
**Note:** Godot uses clockwise `winding order <https://learnopengl.com/Advanced-OpenGL/Face-culling>`_ for front faces of triangle primitive modes.
|
||||
|
||||
Tutorials
|
||||
---------
|
||||
|
||||
@@ -247,8 +251,6 @@ The ``arrays`` argument is an array of arrays. See :ref:`ArrayType<enum_ArrayMes
|
||||
|
||||
Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data, and the index array defines the order of the vertices.
|
||||
|
||||
Godot uses clockwise winding order for front faces of triangle primitive modes.
|
||||
|
||||
----
|
||||
|
||||
.. _class_ArrayMesh_method_clear_blend_shapes:
|
||||
|
||||
Reference in New Issue
Block a user