This wiki is archived and useful information is being migrated to the main bzflag.org website
Mesh
From BZFlagWiki
Meshes are the most flexible object in BZW.
mesh name example_mesh # Material properties applied to a mesh apply to all faces # that follow the setting. Mesh faces will alter their own # properties without affecting the state of the mesh properties. # The same pattern is used to apply physics drivers. vertex 100 200 300 # add a vertex (repeatable) normals 2 6 0 4 7 # list of normals (optional) texcoords 0 3 2 4 9 # list of texture coordinates (optional) phydrv example_phydrv # assign a physics driver endface # end the face # # This next element can be added to increase the rendering speed # of the mesh object. If the client is capable of using this data, # then it is used to draw the mesh instead of the face information. # drawInfo dlist # display list for all material sets decorative # older clients with not see this mesh angvel <degrees/sec> # rotation about initial Z axis extents <minX> <minY> <minZ> <maxX> <maxY> <maxZ> sphere <x> <y> <z> <radiusSquared> corner <v> <n> <t> (repeatable) vertex 0.0 0.0 0.0 (repeatable) normal 0.0 0.0 0.0 (repeatable) texcoord 0.0 0.0 (repeatable) lod (repeatable) lengthPerPixel <value> matref <name> (repeatable) dlist # display list for this material set sphere <x> <y> <z> <radiusSquared> points 0 (repeatable) lines 0 1 (repeatable) lineloop 0 1 (repeatable) linestrip 0 1 (repeatable) tris 0 1 2 (repeatable) tristrip 0 1 2 (repeatable) trifan 0 1 2 (repeatable) quads 0 1 2 3 (repeatable) quadstrip 0 1 2 3 (repeatable) polygon 0 1 2 (repeatable) end # matref end # lod end # drawInfo end # mesh