diff --git a/docs/api/en/core/BufferGeometry.html b/docs/api/en/core/BufferGeometry.html index b6abaef06c73e9..1fa73c9c0893c3 100644 --- a/docs/api/en/core/BufferGeometry.html +++ b/docs/api/en/core/BufferGeometry.html @@ -20,18 +20,20 @@

[name]

Code Example

+ const geometry = new THREE.BufferGeometry(); + // create a simple square shape. We duplicate the top left and bottom right // vertices because each vertex needs to appear once per triangle. const vertices = new Float32Array( [ - -1.0, -1.0, 1.0, - 1.0, -1.0, 1.0, - 1.0, 1.0, 1.0, + -1.0, -1.0, 1.0, // v0 + 1.0, -1.0, 1.0, // v1 + 1.0, 1.0, 1.0, // v2 - 1.0, 1.0, 1.0, - -1.0, 1.0, 1.0, - -1.0, -1.0, 1.0 + 1.0, 1.0, 1.0, // v3 + -1.0, 1.0, 1.0, // v4 + -1.0, -1.0, 1.0 // v5 ] ); // itemSize = 3 because there are 3 values (components) per vertex @@ -40,6 +42,29 @@

Code Example

const mesh = new THREE.Mesh( geometry, material );
+

Indexed version

+ + + const geometry = new THREE.BufferGeometry(); + + const vertices = new Float32Array( [ + -1.0, -1.0, 1.0, // v0 + 1.0, -1.0, 1.0, // v1 + 1.0, 1.0, 1.0, // v2 + -1.0, 1.0, 1.0, // v3 + ] ); + geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + + const indices = [ + 0, 1, 2, + 2, 3, 0, + ]; + geometry.setIndex( indices ); + + const material = new THREE.MeshBasicMaterial( { color: 0x00ffff } ); + const mesh = new THREE.Mesh( geometry, material ); + +

Examples

[example:webgl_buffergeometry Mesh with non-indexed faces]