The result from triangulation: a triangle
mesh defined using an indexed triangle list. This is commonly
visualized with the Triangle
Mesh Primitive or Surface
Mesh Primitive.
BoundingSphere | Gets the bounding sphere that encompasses the mesh. |
Indices | Gets indices into Positions
and Normals.
Every 3 indices represent 1 triangle. The
indices returned consider the three components of a position or
normal (x, y, and z) as a single array element. Multiply the index
by 3 to get the location of the x component in Positions
or Normals. |
Normals | Gets the normals of the mesh. Every position in Positions has corresponding normal. Normals are commonly used for lighting. Three array elements (in the order x, y, z) constitute one normal. |
Positions | Gets the positions of the mesh. Three array elements (in the order x, y, z) constitute one position. |
TriangleWindingOrder | Gets the orientation of front-facing triangles in the mesh. |
Triangle Mesh Primitive Overview - Triangulators | IAgStkGraphicsSurfaceExtentTriangulatorInitializer | IAgStkGraphicsSurfacePolygonTriangulatorInitializer | IAgStkGraphicsExtrudedPolylineTriangulatorInitializer | IAgStkGraphicsTriangleMeshPrimitive | IAgStkGraphicsSurfaceMeshPrimitive