MeshVertex()

Syntax

MeshVertex(x, y, z, u.f, v.f, Color [, NormalX, NormalY, NormalZ])
Description
Add a vertex to the current mesh previously created with CreateMesh(). Specific attributes to the newly created vertex can be added with MeshVertexTangent(). To create a new face use MeshFace().

Parameters

x, y, z The position of the new vertex.
u The u value. This value is the X position in the texture where the vertex should map. This value is usually between 0 and 1, where 0 is the texture X origin and 1 is the texture X end (see MeshVertexTextureCoordinate() for more information).
v The v value. This value is the Y position in the texture where the vertex should map. This value is usually between 0 and 1, where 0 is the texture Y origin and 1 is the texture Y end (see MeshVertexTextureCoordinate() for more information).
Color Color of the vertex. This color can be in RGB or RGBA format (see MeshVertexColor() for more information).
NormalX, NormalY, NormalZ The normal vector (see MeshVertexNormal() for more information).

Return value

None.

See Also

CreateMesh(), MeshFace(), MeshVertexNormal(), MeshVertexTangent(), MeshVertexColor(), MeshVertexTextureCoordinate()

Supported OS

All

<- MeshRadius() - Mesh Index - MeshVertexColor() ->