Creating meshes using the Kanzi Engine API

Mesh stores the geometry data for rendering a Model3D node. A mesh has one or more clusters. Each cluster has a material and primitives. Primitives are typically triangles stored as vertex data and index data.

You can load a mesh resource from a kzb file or use the Mesh::create function to create a mesh. After you create a Mesh with the constructor, Kanzi uploads all primitive data to GPU memory instead of storing the data in CPU memory in the Mesh.

To define a mesh, you need:

  • Vertex format definition.

    This definition describes the components that define a vertex. This includes information about the vertex position, texture coordinates, normal, and tangent.

  • List of vertices.

    Each vertex contains components that the format definition describes.

  • List of indices.

    Indices describe polygons by referring to each vertex by index. When triangles describe a polygon, three indices describe a triangle. You can use several index listings, each of which uses a material.

To enable the Kanzi Studio Preview to visualize the bounding volume of a mesh, set the bounding box for that mesh. See Analyzing your application in the Preview.

Creating a mesh

To create a cube mesh using the Kanzi Engine API:

// Define a CreateInfo structure and set it to not keep the data after uploading it to the GPU.
Mesh::CreateInfo createInfo;
createInfo.memoryType = GPUResource::GpuOnly;

// Describe the format for each vertex. In this example, every vertex has a position in 3D space,
// texture coordinates pointing to 2D texture space, and normal and tangent data in 3D space.

// Add a three-component position to the vertex format description.
// Use the standard Kanzi name kzPosition.
MeshVertexAttribute position("kzPosition", VertexAttribute::SemanticPosition, 0, GraphicsDataTypeSFLOAT32, 3, ~0u);
createInfo.vertexFormat.push_back(position);

// Add a two-component texture coordinate to the vertex format description.
// Texture coordinates enable you to use textures on a mesh.
// Use the standard Kanzi name kzTextureCoordinate0.
MeshVertexAttribute textureCoordinate("kzTextureCoordinate0", VertexAttribute::SemanticTextureCoordinate, 0, GraphicsDataTypeSFLOAT32, 2, ~0u);
createInfo.vertexFormat.push_back(textureCoordinate);

// Add three-component normals to the vertex format description.
// Normals enable you to use lighting on a mesh.
// Use the standard Kanzi name kzNormal.
MeshVertexAttribute normal("kzNormal", VertexAttribute::SemanticNormal, 0, GraphicsDataTypeSFLOAT32, 3, ~0u);
createInfo.vertexFormat.push_back(normal);

// Add three-component tangents to the vertex format description.
// Tangents enable you to use normal maps on a mesh.
// Use the standard Kanzi name kzTangent.
MeshVertexAttribute tangent("kzTangent", VertexAttribute::SemanticTangent, 0, GraphicsDataTypeSFLOAT32, 3, ~0u);
createInfo.vertexFormat.push_back(tangent);

// Now that you added all components to the vertex format description, update the offsets,
// strides, and vertex size.
updateVertexAttributeOffsetsAndVertexSize(createInfo);
updateVertexAttributeStrides(createInfo);

// Create a cluster. Two triangles define a face. Since a cube has six faces, you must create
// 36 indices (2 * 3 * 6 = 36). In this example, the entire mesh uses a single material, which
// is why you need only one cluster.
Mesh::CreateInfo::Cluster cluster(GraphicsPrimitiveTypeTriangles, 36, IndexBufferTypeUInt16, material, materialUrl);
createInfo.clusters.push_back(cluster);

// Create the vertices. Four vertices define one face of a cube. Since a cube has six faces,
// you must create 24 vertices (4 * 6 = 24). Here you create vertex faces with normals that
// point to the same direction. This makes the faces of a cube appear flat. You cannot reuse
// vertex positions because the normals for each face are separate.
{
    createInfo.vertexCount = 24;
    size_t dataSize = createInfo.vertexCount * createInfo.vertexSize;
    createInfo.vertexData.resize(dataSize);

    // Define the positions of the cube corners.
    // This example first defines the back face, then the front face.
    const Vector3 cornerPositions[] =
    {
        Vector3(1.0f,  1.0f,  1.0f),
        Vector3(-1.0f,  1.0f,  1.0f),
        Vector3(-1.0f, -1.0f,  1.0f),
        Vector3(1.0f, -1.0f,  1.0f),
        Vector3(1.0f, -1.0f, -1.0f),
        Vector3(1.0f,  1.0f, -1.0f),
        Vector3(-1.0f,  1.0f, -1.0f),
        Vector3(-1.0f, -1.0f, -1.0f)
    };

    // Define texture UV coordinates for all faces.
    const Vector2 UVs[] =
    {
        Vector2(1.0f, 1.0f),
        Vector2(0.0f, 1.0f),
        Vector2(0.0f, 0.0f),
        Vector2(1.0f, 0.0f)
    };

    // Define vertex indices for all faces.
    const unsigned int faceIndices[][4] =
    {
        // Front.
        { 0, 1, 2, 3 },
        // Right.
        { 5, 0, 3, 4 },
        // Back.
        { 6, 5, 4, 7 },
        // Left.
        { 1, 6, 7, 2 },
        // Top.
        { 5, 6, 1, 0 },
        // Bottom.
        { 3, 2, 7, 4 }
    };

    // Define normals for each face.
    const Vector3 faceNormals[] =
    {
        Vector3(0.0f,  0.0f,  1.0f),
        Vector3(1.0f,  0.0f,  0.0f),
        Vector3(0.0f,  0.0f, -1.0f),
        Vector3(-1.0f,  0.0f,  0.0f),
        Vector3(0.0f,  1.0f,  0.0f),
        Vector3(0.0f, -1.0f,  0.0f)
    };

    // Define tangents for each face.
    const Vector3 faceTangent[] =
    {
        Vector3(1.0f,  0.0f,  0.0f),
        Vector3(0.0f,  0.0f, -1.0f),
        Vector3(-1.0f,  0.0f,  0.0f),
        Vector3(0.0f,  0.0f,  1.0f),
        Vector3(1.0f,  0.0f,  0.0f),
        Vector3(1.0f,  0.0f,  0.0f)
    };

    uint16_t vertexIndex = 0;

    // To generate the vertex data, loop the data arrays that you defined above.
    for (unsigned int face = 0; face < 6; ++face)
    {
        // Add two triangles.
        uint16_t* indexData = reinterpret_cast<uint16_t*>(&createInfo.clusters[0].indexData[0]);
        unsigned int faceBaseIndex = face * 6;

        // The first three vertices of a face define the first triangle...
        indexData[faceBaseIndex + 0] = vertexIndex + 0;
        indexData[faceBaseIndex + 1] = vertexIndex + 1;
        indexData[faceBaseIndex + 2] = vertexIndex + 2;

        // ...and the second triangle uses the two last vertices of the face with the first vertex.
        // These two triangles create a quad.
        indexData[faceBaseIndex + 3] = vertexIndex + 2;
        indexData[faceBaseIndex + 4] = vertexIndex + 3;
        indexData[faceBaseIndex + 5] = vertexIndex + 0;


        // Write vertices for the face.
        for (unsigned int faceCorner = 0; faceCorner < 4; ++faceCorner, ++vertexIndex)
        {
            unsigned int boxCorner = faceIndices[face][faceCorner];

            // Write the correct vertex for this corner of each face.
            writeVertexAttribute(createInfo, vertexIndex, 0, cornerPositions[boxCorner]);

            // UVs for each face are the same.
            writeVertexAttribute(createInfo, vertexIndex, 1, UVs[faceCorner]);

            // Normal is constant throughout the face.
            writeVertexAttribute(createInfo, vertexIndex, 2, faceNormals[face]);

            // Tangent is constant throughout the face.
            writeVertexAttribute(createInfo, vertexIndex, 3, faceTangent[face]);
        }
    }
}

// Create a Box and set it as the bounding volume of the mesh.
// Position the box in the center of the mesh. Set the dimensions of the box along each axis
// to 2.0f, that is, from point (-1, -1, -1) to point (1, 1, 1) in the local coordinate space
// of the mesh.
createInfo.boundingBox = Box::fromCenterAndSize(Vector3(0.0f, 0.0f, 0.0f), Vector3(2.0f, 2.0f, 2.0f));

// Create a mesh from the data that you defined in the CreateInfo.
MeshSharedPtr mesh = Mesh::create(domain, createInfo, "box");

Creating a mesh from native handles

You can use the Kanzi Engine API to create a mesh from existing OpenGL buffer handles and query those handles from an existing mesh.

To create a cube mesh from native handles using the Kanzi Engine API:

// Define a CreateInfo structure.
Mesh::CreateInfo createInfo;

// Create native handles for vertex and index buffers.
// Use buffer 0 for vertices and 1 for indices.
GPUBuffer::NativeHandle bufferHandles[2];
kzsGlGenBuffers(2, bufferHandles);
kzsGlBindBuffer(KZS_GL_ARRAY_BUFFER, bufferHandles[0]);
kzsGlBindBuffer(KZS_GL_ELEMENT_ARRAY_BUFFER, bufferHandles[1]);
createInfo.vertexBufferHandle = bufferHandles[0];
// Let the Mesh manage the handles from now on.
createInfo.takeOwnership = true;

// Describe the format for each vertex. In this example, every vertex has a position in 3D space,
// texture coordinates pointing to 2D texture space, and normal and tangent data in 3D space.

// Add a three-component position to the vertex format description.
// Use the standard Kanzi name kzPosition.
MeshVertexAttribute position("kzPosition", VertexAttribute::SemanticPosition, 0, GraphicsDataTypeSFLOAT32, 3, ~0u);
createInfo.vertexFormat.push_back(position);

// Add a two-component texture coordinate to the vertex format description.
// Texture coordinates enable you to use textures on a mesh.
// Use the standard Kanzi name kzTextureCoordinate0.
MeshVertexAttribute textureCoordinate("kzTextureCoordinate0", VertexAttribute::SemanticTextureCoordinate, 0, GraphicsDataTypeSFLOAT32, 2, ~0u);
createInfo.vertexFormat.push_back(textureCoordinate);

// Add three-component normals to the vertex format description.
// Normals enable you to use lighting on a mesh.
// Use the standard Kanzi name kzNormal.
MeshVertexAttribute normal("kzNormal", VertexAttribute::SemanticNormal, 0, GraphicsDataTypeSFLOAT32, 3, ~0u);
createInfo.vertexFormat.push_back(normal);

// Add three-component tangents to the vertex format description.
// Tangents enable you to use normal maps on a mesh.
// Use the standard Kanzi name kzTangent.
MeshVertexAttribute tangent("kzTangent", VertexAttribute::SemanticTangent, 0, GraphicsDataTypeSFLOAT32, 3, ~0u);
createInfo.vertexFormat.push_back(tangent);

// Now that you added all components to the vertex format description, update the offsets,
// strides, and vertex size.
updateVertexAttributeOffsetsAndVertexSize(createInfo);
updateVertexAttributeStrides(createInfo);

// Create a cluster. Two triangles define a face. Since a cube has six faces, you must create
// 36 indices (2 * 3 * 6 = 36). In this example, the entire mesh uses a single material, which
// is why you need only one cluster.
Mesh::CreateInfo::Cluster cluster(GraphicsPrimitiveTypeTriangles, 36, IndexBufferTypeUInt16, bufferHandles[1], material, materialUrl);
createInfo.clusters.push_back(cluster);

// Create the vertices. Four vertices define one face of a cube. Since cube has six faces,
// you must create 24 vertices (4 * 6 = 24). Here you create vertex faces with normals that
// point to the same direction. This makes the faces of a cube appear flat. You cannot reuse
// vertex positions because the normals for each face are separate.
{
    createInfo.vertexCount = 24;
    size_t dataSize = createInfo.vertexCount * createInfo.vertexSize;

    // Define the positions of the cube corners.
    // This example first defines the back face, then the front face.
    const Vector3 cornerPositions[] = {
        Vector3(1.0f, 1.0f, 1.0f),
        Vector3(-1.0f, 1.0f, 1.0f),
        Vector3(-1.0f, -1.0f, 1.0f),
        Vector3(1.0f, -1.0f, 1.0f),
        Vector3(1.0f, -1.0f, -1.0f),
        Vector3(1.0f, 1.0f, -1.0f),
        Vector3(-1.0f, 1.0f, -1.0f),
        Vector3(-1.0f, -1.0f, -1.0f)
    };

    // Define texture UV coordinates for all faces.
    const Vector2 UVs[] = {
        Vector2(1.0f, 1.0f),
        Vector2(0.0f, 1.0f),
        Vector2(0.0f, 0.0f),
        Vector2(1.0f, 0.0f)
    };

    // Define vertex indices for all faces.
    const unsigned int faceIndices[][4] = {
        // Front.
        { 0, 1, 2, 3 },
        // Right.
        { 5, 0, 3, 4 },
        // Back.
        { 6, 5, 4, 7 },
        // Left.
        { 1, 6, 7, 2 },
        // Top.
        { 5, 6, 1, 0 },
        // Bottom.
        { 3, 2, 7, 4 }
    };

    // Define normals for all faces.
    const Vector3 faceNormals[] = {
        Vector3(0.0f, 0.0f, 1.0f),
        Vector3(1.0f, 0.0f, 0.0f),
        Vector3(0.0f, 0.0f, -1.0f),
        Vector3(-1.0f, 0.0f, 0.0f),
        Vector3(0.0f, 1.0f, 0.0f),
        Vector3(0.0f, -1.0f, 0.0f)
    };

    // Define tangents for all faces.
    const Vector3 faceTangent[] = {
        Vector3(1.0f, 0.0f, 0.0f),
        Vector3(0.0f, 0.0f, -1.0f),
        Vector3(-1.0f, 0.0f, 0.0f),
        Vector3(0.0f, 0.0f, 1.0f),
        Vector3(1.0f, 0.0f, 0.0f),
        Vector3(1.0f, 0.0f, 0.0f)
    };

    uint16_t vertexIndex = 0;

    vector<uint16_t> indexBuffer;
    indexBuffer.resize(createInfo.clusters[0].indexCount);

    vector<uint8_t> vertexBuffer;
    vertexBuffer.resize(dataSize);

    uint8_t* vertexPtr = vertexBuffer.data();

    // To generate the vertex data, loop the data arrays that you defined above.
    for (unsigned int face = 0; face < 6; ++face)
    {
        // Add two triangles.
        uint16_t* indexData = indexBuffer.data();
        unsigned int faceBaseIndex = face * 6;

        // The first three vertices of a face define the first triangle...
        indexData[faceBaseIndex + 0] = vertexIndex + 0;
        indexData[faceBaseIndex + 1] = vertexIndex + 1;
        indexData[faceBaseIndex + 2] = vertexIndex + 2;

        // ...and the second triangle uses the two last vertices of the face with the first vertex.
        // These two triangles create a quad.
        indexData[faceBaseIndex + 3] = vertexIndex + 2;
        indexData[faceBaseIndex + 4] = vertexIndex + 3;
        indexData[faceBaseIndex + 5] = vertexIndex + 0;

        // Write vertices for the face.
        for (unsigned int faceCorner = 0; faceCorner < 4; ++faceCorner, ++vertexIndex)
        {
            unsigned int boxCorner = faceIndices[face][faceCorner];

            // Write the correct vertex for this corner of each face.
            float* floatPtr = reinterpret_cast<float*>(vertexPtr);
            *floatPtr++ = cornerPositions[boxCorner].getX();
            *floatPtr++ = cornerPositions[boxCorner].getY();
            *floatPtr++ = cornerPositions[boxCorner].getZ();

            // UVs for each face are the same.
            *floatPtr++ = UVs[faceCorner].getX();
            *floatPtr++ = UVs[faceCorner].getY();

            // Normal is constant throughout the face.
            *floatPtr++ = faceNormals[face].getX();
            *floatPtr++ = faceNormals[face].getY();
            *floatPtr++ = faceNormals[face].getZ();

            // Tangent is constant throughout the face.
            *floatPtr++ = faceTangent[face].getX();
            *floatPtr++ = faceTangent[face].getY();
            *floatPtr++ = faceTangent[face].getZ();

            vertexPtr += createInfo.vertexSize;
        }
    }
    kzsGlBufferData(KZS_GL_ARRAY_BUFFER, static_cast<int>(vertexBuffer.size()), vertexBuffer.data(), KZS_GL_STATIC_DRAW);
    kzsGlBufferData(KZS_GL_ELEMENT_ARRAY_BUFFER, static_cast<int>(indexBuffer.size() * sizeof(uint16_t)), indexBuffer.data(), KZS_GL_STATIC_DRAW);
}

// Create a Box and set it as the bounding volume of the mesh.
// Position the box in the center of the mesh. Set the dimensions of the box along each axis
// to 2.0f, that is, from point (-1, -1, -1) to point (1, 1, 1) in the local coordinate space
// of the mesh.
createInfo.boundingBox = Box::fromCenterAndSize(Vector3(0.0f, 0.0f, 0.0f), Vector3(2.0f, 2.0f, 2.0f));

// Create a mesh from the data that you defined in the CreateInfo.
MeshSharedPtr mesh = Mesh::create(domain, createInfo, "box");

For details, see the Mesh class.

Creating meshes with instancing

When you render a large number of copies of the same mesh, performing a draw call for each copy consumes GPU time and decreases application performance. Instancing makes it possible to draw multiple copies of a mesh with different attributes, such as position, size, and color, with a single render call.

This example renders four instances of a cube mesh at different locations and with different colors.

To create a cube mesh with instancing using the Kanzi Engine API:

// Create a custom shader to use instanced attributes.
const char* vertexSource =
    "#version 100\n"
    "attribute vec3 kzPosition;\n"
    "attribute vec3 InstancePosition;\n"
    "attribute vec4 InstanceColor;\n"
    "uniform highp mat4 kzProjectionCameraWorldMatrix;\n"
    "varying vec4 outColor;\n"
    "void main() {\n"
    "precision mediump float;\n"
    "vec3 position = kzPosition + InstancePosition;\n"
    "gl_Position = kzProjectionCameraWorldMatrix * vec4(position, 1.0);\n"
    "outColor = InstanceColor;\n"
    "}\n";

const char* fragmentSource =
    "#version 100\n"
    "varying vec4 outColor;\n"
    "void main() {\n"
    "precision lowp float;\n"
    "gl_FragColor = outColor;\n"
    "}\n";

ShaderProgram::CreateInfoShaderSources shaderCreateInfo(vertexSource, fragmentSource);
static const ShaderVertexAttribute kzPosition = ShaderVertexAttribute("kzPosition", VertexAttribute::SemanticPosition,
                                                                      0, GraphicsElementTypeFLOAT, 0, 3, 0, 0);
static const ShaderVertexAttribute InstancePosition = ShaderVertexAttribute("InstancePosition", VertexAttribute::SemanticPosition,
                                                                            1, GraphicsElementTypeFLOAT, 0, 3, 1, 0);
static const ShaderVertexAttribute InstanceColor = ShaderVertexAttribute("InstanceColor", VertexAttribute::SemanticColor,
                                                                         0, GraphicsElementTypeFLOAT, 0, 4, 2, 0);
shaderCreateInfo.vertexFormat.push_back(kzPosition);
shaderCreateInfo.vertexFormat.push_back(InstancePosition);
shaderCreateInfo.vertexFormat.push_back(InstanceColor);

shaderCreateInfo.addFixedUniform("kzProjectionCameraWorldMatrix");

auto shader = ShaderProgram::create(domain, shaderCreateInfo, "CustomShader");
auto material = Material::create(domain, "CustomMaterial", shader);

// Define a CreateInfo structure and set it to not keep the data after uploading it to the GPU.
Mesh::CreateInfo createInfo;
createInfo.memoryType = GPUResource::GpuOnly;

// Describe the format for each vertex. In this example, every vertex has a position in 3D space,
// and every instance has a position in 3D space and a color.

// Add a three-component position to the vertex format description.
// Use the standard Kanzi name kzPosition.
MeshVertexAttribute position("kzPosition", VertexAttribute::SemanticPosition, 0, GraphicsDataTypeSFLOAT32, 3, ~0u);
createInfo.vertexFormat.push_back(position);

// Add instance position.
MeshVertexAttribute instancePosition("InstancePosition", VertexAttribute::SemanticPosition, 1, GraphicsDataTypeSFLOAT32, 3, 0);
instancePosition.divisor = 1;
createInfo.vertexFormat.push_back(instancePosition);

// Add instance color.
MeshVertexAttribute instanceColor("InstanceColor", VertexAttribute::SemanticColor, 0, GraphicsDataTypeUNORM8, 4, 3 * sizeof(float));
instanceColor.divisor = 1;
createInfo.vertexFormat.push_back(instanceColor);

// Now that you added all components to the vertex format description, update the offsets,
// strides, and sizes.
updateVertexAttributeOffsetsAndVertexSize(createInfo);
updateVertexAttributeStrides(createInfo);

// Create a cluster. Two triangles define a face. Since a cube has six faces, you must create
// 36 indices (2 * 3 * 6 = 36). In this example, the entire mesh uses a single material, which
// is why you need only one cluster.
Mesh::CreateInfo::Cluster cluster(GraphicsPrimitiveTypeTriangles, 36, IndexBufferTypeUInt16, material, "");
createInfo.clusters.push_back(cluster);

// Create the vertices. In this example, faces share vertices, so you need only eight vertices.
{
    createInfo.vertexCount = 8;
    size_t dataSize = createInfo.vertexCount * createInfo.vertexSize;
    createInfo.vertexData.resize(dataSize);

    // Define the positions of the cube corners.
    // This example first defines the back face, then the front face.
    const Vector3 cornerPositions[] = {
        Vector3(1.0f, 1.0f, 1.0f),
        Vector3(-1.0f, 1.0f, 1.0f),
        Vector3(-1.0f, -1.0f, 1.0f),
        Vector3(1.0f, -1.0f, 1.0f),
        Vector3(1.0f, -1.0f, -1.0f),
        Vector3(1.0f, 1.0f, -1.0f),
        Vector3(-1.0f, 1.0f, -1.0f),
        Vector3(-1.0f, -1.0f, -1.0f)
    };

    // Define vertex indices for all faces.
    const uint16_t faceIndices[][4] = {
        // Front.
        { 0, 1, 2, 3 },
        // Right.
        { 5, 0, 3, 4 },
        // Back.
        { 6, 5, 4, 7 },
        // Left.
        { 1, 6, 7, 2 },
        // Top.
        { 5, 6, 1, 0 },
        // Bottom.
        { 3, 2, 7, 4 }
    };

    // To generate the vertex data, loop the data arrays that you defined above.
    for (unsigned int face = 0; face < 6; ++face)
    {
        // Add two triangles.
        uint16_t* indexData = reinterpret_cast<uint16_t*>(&createInfo.clusters[0].indexData[0]);
        unsigned int faceBaseIndex = face * 6;

        // The first three vertices of a face define the first triangle...
        indexData[faceBaseIndex + 0] = faceIndices[face][0];
        indexData[faceBaseIndex + 1] = faceIndices[face][1];
        indexData[faceBaseIndex + 2] = faceIndices[face][2];

        // ...and the second triangle uses the two last vertices of the face with the first vertex.
        // These two triangles create a quad.
        indexData[faceBaseIndex + 3] = faceIndices[face][2];
        indexData[faceBaseIndex + 4] = faceIndices[face][3];
        indexData[faceBaseIndex + 5] = faceIndices[face][0];
    }

    // Write vertices.
    for (unsigned int vertexIndex = 0; vertexIndex < 8; ++vertexIndex)
    {
        // Write the correct vertex for this corner of each face.
        writeVertexAttribute(createInfo, vertexIndex, 0, cornerPositions[vertexIndex]);
    }
}

// Create the instance data: float position vector with three components and packed
// 32-bit color per instance.
{
    // Create four instances of the cube.
    createInfo.instanceCount = 4;
    createInfo.instanceData.resize(createInfo.instanceCount * createInfo.instanceSize);

    // Define the positions.
    const Vector3 instancePositions[] = {
        Vector3(-1.0f, -1.0f, 0.0f),
        Vector3(-1.0f, 1.0f, 0.0f),
        Vector3(1.0f, 1.0f, 0.0f),
        Vector3(1.0f, -1.0f, 0.0f)
    };

    // Define the colors: white, red, green, blue.
    const uint32_t instanceColors[] = {
        0xffffffff,
        0xffff0000,
        0xff00ff00,
        0xff0000ff
    };

    byte* instanceBuffer = createInfo.instanceData.data();
    for (unsigned instance = 0; instance < createInfo.instanceCount; ++instance)
    {
        // Copy the positions and colors to the instance data buffer.
        auto pos = reinterpret_cast<float*>(instanceBuffer + instance * createInfo.instanceSize);
        *pos++ = instancePositions[instance].getX();
        *pos++ = instancePositions[instance].getY();
        *pos++ = instancePositions[instance].getZ();

        auto color = reinterpret_cast<uint32_t*>(pos);
        *color = instanceColors[instance];
    }
}
// Create a Box and set it as the bounding volume of the mesh.
// Position the box in the center of the mesh. Set the dimensions of the box along each axis
// to 4.0f, that is, from point (-2, -2, -1) to point (2, 2, 1) in the local coordinate space
// of the mesh. This includes all the instances.
createInfo.boundingBox = Box::fromCenterAndSize(Vector3(0.0f, 0.0f, 0.0f), Vector3(4.0f, 4.0f, 2.0f));

// Create a mesh from the data that you defined in the CreateInfo.
MeshSharedPtr mesh = Mesh::create(domain, createInfo, "instancedBox");

See also

Using meshes

Meshes best practices

Analyzing your application in the Preview