creating custom meshes on runtime #680
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Hi! Can someone help me with this peace of code? In this code i'm trying to render a custom runtime created mesh, firstly I set the vertex attributes and what not and then I fill the vertices array and then the index array, I then add that generated mesh to the sprite3d and a material program state and a texture to the sprite3d, I've tried everything but that sprite3d doesn't seem to be rendered at all no matter what I do, Any help would be appreciated 🙂 A black or textured triangle should show in the middle of the green and red lines, I even tried disabling depth testing and still nothing shows.
that's all called in What I discovered is that after creating a Maybe the vertex data has been uploaded to the GPU Memory and deleted from CPU Memory? I can't tell :( I'm starting to suspect that the mesh creation process is faulty. |
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Replies: 2 comments
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Nevermind turns out it was a layering problem that |
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@DelinWorks , |
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Nevermind turns out it was a layering problem that
setGlobalZOrder()
didn't fix I had to force 2D queue for it to work.