I've done a mesh with libgdx and I'm trying to fill the mesh with some color.
create() {
if (bigMesh == null) {
bigMesh = new Mesh(true, 8, 8,
new VertexAttribute(Usage.Position, 3, "a_position"),
new VertexAttribute(Usage.ColorPacked, 4, "a_color"));
bigMesh.setVertices(new float[] {
0, -0.5f, -4, Color.toFloatBits(255, 0, 0, 255),
1, -0.5f, -4, Color.toFloatBits(255, 0, 0, 255),
1, 0.5f, -4, Color.toFloatBits(255, 0, 0, 255),
0, 0.5f, -4, Color.toFloatBits(255, 0, 0, 255),
1, 0.5f, -3, Color.toFloatBits(0, 255, 0, 255),
1, -0.5f, -3, Color.toFloatBits(0, 255, 0, 255),
0, -0.5f, -3, Color.toFloatBits(0, 255, 0, 255),
0, 0.5f,-3, Color.toFloatBits(0, 255, 0, 255)
});
bigMesh.setIndices(new short[] { 0, 1, 2, 3,4,5,6,7});
}
}
render(){
Gdx.gl.glClearColor(0,0,0,1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
bigMesh.render(GL10.GL_TRIANGLE_STRIP);
}
Which render paremeter shall I use? I'm using PerspectiveCamera.
For drawing images in the cube you have to add following two lines of code in your render method before drawing mesh on the screen.
Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D);
texture.bind();
See http://code.google.com/p/libgdx-users/wiki/MeshColor . You can either go with a default color for a whole model, or a per-vertex color.
You've got per-vertex color information in your example, so to change the color you need to change the vertices, and re-invoke setVertices
on the mesh.
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