<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImmediateMesh" inherits="Mesh" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Mesh optimized for creating geometry manually.
	</brief_description>
	<description>
		A mesh type optimized for creating geometry manually, similar to OpenGL 1.x immediate mode.
		Here's a sample on how to generate a triangular face:
		[codeblocks]
		[gdscript]
		var mesh = ImmediateMesh.new()
		mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)
		mesh.surface_add_vertex(Vector3.LEFT)
		mesh.surface_add_vertex(Vector3.FORWARD)
		mesh.surface_add_vertex(Vector3.ZERO)
		mesh.surface_end()
		[/gdscript]
		[csharp]
		var mesh = new ImmediateMesh();
		mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);
		mesh.SurfaceAddVertex(Vector3.Left);
		mesh.SurfaceAddVertex(Vector3.Forward);
		mesh.SurfaceAddVertex(Vector3.Zero);
		mesh.SurfaceEnd();
		[/csharp]
		[/codeblocks]
		[b]Note:[/b] Generating complex geometries with [ImmediateMesh] is highly inefficient. Instead, it is designed to generate simple geometry that changes often.
	</description>
	<tutorials>
		<link title="Using ImmediateMesh">$DOCS_URL/tutorials/3d/procedural_geometry/immediatemesh.html</link>
	</tutorials>
	<methods>
		<method name="clear_surfaces">
			<return type="void" />
			<description>
				Clear all surfaces.
			</description>
		</method>
		<method name="surface_add_vertex">
			<return type="void" />
			<param index="0" name="vertex" type="Vector3" />
			<description>
				Add a 3D vertex using the current attributes previously set.
			</description>
		</method>
		<method name="surface_add_vertex_2d">
			<return type="void" />
			<param index="0" name="vertex" type="Vector2" />
			<description>
				Add a 2D vertex using the current attributes previously set.
			</description>
		</method>
		<method name="surface_begin">
			<return type="void" />
			<param index="0" name="primitive" type="int" enum="Mesh.PrimitiveType" />
			<param index="1" name="material" type="Material" default="null" />
			<description>
				Begin a new surface.
			</description>
		</method>
		<method name="surface_end">
			<return type="void" />
			<description>
				End and commit current surface. Note that surface being created will not be visible until this function is called.
			</description>
		</method>
		<method name="surface_set_color">
			<return type="void" />
			<param index="0" name="color" type="Color" />
			<description>
				Set the color attribute that will be pushed with the next vertex.
			</description>
		</method>
		<method name="surface_set_normal">
			<return type="void" />
			<param index="0" name="normal" type="Vector3" />
			<description>
				Set the normal attribute that will be pushed with the next vertex.
			</description>
		</method>
		<method name="surface_set_tangent">
			<return type="void" />
			<param index="0" name="tangent" type="Plane" />
			<description>
				Set the tangent attribute that will be pushed with the next vertex.
				[b]Note:[/b] Even though [param tangent] is a [Plane], it does not directly represent the tangent plane. Its [member Plane.x], [member Plane.y], and [member Plane.z] represent the tangent vector and [member Plane.d] should be either [code]-1[/code] or [code]1[/code]. See also [constant Mesh.ARRAY_TANGENT].
			</description>
		</method>
		<method name="surface_set_uv">
			<return type="void" />
			<param index="0" name="uv" type="Vector2" />
			<description>
				Set the UV attribute that will be pushed with the next vertex.
			</description>
		</method>
		<method name="surface_set_uv2">
			<return type="void" />
			<param index="0" name="uv2" type="Vector2" />
			<description>
				Set the UV2 attribute that will be pushed with the next vertex.
			</description>
		</method>
	</methods>
</class>
