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GFX.DynToMesh

Name Mandatory Description Default Type
⬅️ Input The input of the shard, if any Text.DynamicMesh
Output ➡️ The resulting output of the shard [{mesh: GFX.Mesh texture: GFX.Texture2D}]
WindingOrder No Determines which side of the triangle is considered the front face. Typically use CW for UI space (y=down), CCW for world space (y=up) WindingOrder::CW WindingOrderVar(WindingOrder)

Converts a dynamic text mesh into a static mesh