Meshes

Mesh is a collection of vertices, edges, and faces that define the shape of a solid object in 3D with flat faces and straight edges and the triangles that form the surface between the points. A mesh can have multiple clusters of triangles that each have their own materials.

Primitive meshes

In Kanzi Studio you can create only primitive meshes. Primitive meshes are generated from a set of parameters, while imported meshes are stored in vertex buffers. Primitives are useful for prototyping, because you can create them quickly right in Kanzi Studio. A primitive mesh always has only one cluster and therefore just one material. In Kanzi these primitive meshes are available:

Imported meshes

You have to import other meshes from the files created with third-party tools. After importing, Kanzi Studio stores meshes in the Library > Meshes, and the file containing the meshes in the Library > Resource Files > 3D Assets. See 3D assets

Kanzi loads the mesh data to memory only when it needs the mesh. When you modify loaded data, Kanzi immediately saves the changes you made to the mesh.

In Kanzi Studio you can see the mesh data only for the meshes you imported. The parameters of the primitive meshes are specified in the properties of each mesh.

Note that when a mesh has more than 65536 vertices, Kanzi splits the mesh into sub meshes.

Attribute mappings

Attribute mappings is a mesh property that specifies how the attributes in the mesh vertex buffer are handled when rendering the geometry. Attribute mappings map the shader attributes to vertex buffer attributes. Attributes are usually automatically deduced using the semantic of vertex attribute. For example, position attributes of a vertex buffer are mapped to position attribute of the used shader.

When using more than one texture on a single mesh, you have to manually set which texture coordinate attribute in the vertex buffer maps to which shader attribute.

See also

3D assets

Importing

Material types and materials

Shaders