A graphical primitive. The mesh is defined by a pc.VertexBuffer and an optional pc.IndexBuffer. It also contains a primitive definition which controls the type of the primitive and the portion of the vertex or index buffer to use.
|aabb||The axis-aligned bounding box for the object space vertices of this mesh.|
|indexBuffer||An array of index buffers.|
|primitive||Array of primitive objects defining how vertex (and index) data in the mesh should be interpreted by the graphics device.|
|vertexBuffer||The vertex buffer holding the vertex data of the mesh.|
Create a new mesh.
An array of index buffers. For unindexed meshes, this array can be empty. The first index buffer in the array is used by pc.MeshInstances with a renderStyle property set to pc.RENDERSTYLE_SOLID. The second index buffer in the array is used if renderStyle is set to pc.RENDERSTYLE_WIREFRAME.
Array of primitive objects defining how vertex (and index) data in the mesh should be interpreted by the graphics device. For details on the primitive object, see pc.GraphicsDevice#draw. The primitive is ordered based on render style like the indexBuffer property.