the number of U segments
the number of V segments
the original surface grom which the grid was derived
an array of tuples, the first element being the vertex, the second being the normal, the third being the UV coordinate and the last being the color; this array is arranged in U-major order, i.e. all elements with the same U-index are contiguous.
The bounding box of the grid.
The bounding box of the grid.
the bounding box
Gets the color of a vertex.
Gets the color of a vertex. Typically, the color will be Color.BLACK unless the grid has been shaded.
the U-index of the vertex
the V-index of the vertex
the color at the UV index
Gets the world-space normal of a vertex.
Gets the world-space normal of a vertex.
the U-index of the vertex
the V-index of the vertex
the normal at the UV index
Gets the UV coordinate of a vertex.
Gets the UV coordinate of a vertex.
the U-index of the vertex
the V-index of the vertex
the UV coordinate at the UV index
Gets the world-space coordinate of a vertex.
Gets the world-space coordinate of a vertex.
the U-index of the vertex
the V-index of the vertex
the vertex at the UV index
Projects the grid onto the screen.
Projects the grid onto the screen. Note that, in the projected grid, the vertex will have three components: x and y are the screen coordinates, and z is the z-depth for z-buffer calculations.
Performs shading routines on the micropolygon grid and returns a new grid.
Performs shading routines on the micropolygon grid and returns a new grid. The grid will be displaced and colored. Normals will be recalculated after displacement.
the projection from world coordinates to the eye
whether to only displace the grid without calculating colors
a new micropolygon grid
A grid of micropolygons on a UV surface.