Sets the parameters that describe the mesh. Use this method to define how LabVIEW renders the 3D object to which you apply the mesh. If you do not specify a value for a parameter of this method, LabVIEW uses the current value of the parameter.
Specifies the mode LabVIEW uses to draw the mesh. The mode determines how LabVIEW interprets the data you wire to Vertex Array.
0
Points
1
Lines
2
Line Strip
3
Line Loop
4
Triangles
5
Triangle Strip
6
Triangle Fan
7
Quads
8
Quad Strip
9
Polygon
Vertex Array
No
Sets the x, y, and z values that define the array of vertices of the mesh.
Indices
No
Determines the order in which LabVIEW processes the data in each of the arrays of the mesh.
For example, if Indices is [3, 2, 4, 1], then V0 appears at index 3 in the Vertex Array, the color of V0 appears at index 3 in the Color Array, and so on.
Note If you set Color Binding Mode to Per Primitive, then the color refers to the entire face formed by V0, V1...VN (where N is determined by Draw Mode) instead of just the specified index.
Color Binding Mode
No
Specifies the mode used to bind color to the mesh. The mode determines how LabVIEW assigns the color you specified in Color Array.
Note The Per Primitive and Overall modes differ in behavior only when Draw Mode is Points, Lines, Triangles, or Quads.
0
Overall—One color binds uniformly to the entire mesh.
1
Per Primitive—Different colors bind to each primitive in the mesh.
2
Per Vertex—Different colors bind to each vertex of the mesh.
3
Binding Off—No colors bind to the mesh.
Color Array
No
Specifies the RGBA color value for the color that Color Binding Mode applies to the 3D object.
Normal Binding Mode
No
Sets the binding mode for the normal vectors of the mesh. The mode determines how LabVIEW assigns the normals specified by Normal Array to the 3D object. Normals determine how lights in a 3D scene affect the rendering of a 3D object.
0
Overall
1
Per Primitive
2
Per Vertex
3
Binding Off
Normal Array
No
Sets the x, y, and z values that define the array of normals that Normal Binding Mode applies to the 3D object.
Texture Coordinate Array
No
Sets the s and t coordinates that define how to apply a texture to the mesh. You must assign a texture to the mesh for this array to have meaning.
Each element of the array is a coordinate in a 2-D plane of domain {0..1, 0..1}, where [0,0] is the bottom-left pixel of the image, and [1, 1] is the top-right pixel.
Remarks
The following table lists the characteristics of this method.
Available in Run-Time Engine and Real-Time Operating System