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yawn/docs/guide/meshes-and-instances.md
Ampandheaust 9768765d74 Replace addons with conventional handles
Provide the single-loadout Scene API, SAB-backed meshes, cameras, materials, lights, workers, post effects, and tutorial playgrounds. Batch matching row growth so active GPU loadouts refresh once.

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Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
2026-08-20 06:39:30 +00:00

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Meshes and instances

Every Mesh is an instance. clone() shares geometry and allocates only a new node/mesh slot.

const source = new Mesh(scene, {
  vertexData: {
    positions: [-0.2, -0.2, 0, 0.2, -0.2, 0, 0, 0.25, 0],
    indices: [0, 1, 2],
  },
});
await source.ready;

for (let x = -4; x <= 4; x++) {
  const instance = source.clone({ position: [x * 0.2, 0, 0] });
  await instance.ready;
}

Copy-on-write geometry

The default vertex kinds are positions, normals, tangents, uvs, colors, and indices. Mutating any kind on an instanced clone first makes that mesh's geometry unique.

const clone = source.clone();
await clone.ready;

await clone.setVertexData("positions", [
  -0.4, -0.2, 0,
   0.4, -0.2, 0,
   0.0,  0.5, 0,
]);

Per-face materials and visibility

await mesh.setMaterialForFaces(red, [0, 2, 4]);
mesh.material = blue;
mesh.isVisible = false; // one direct u32 write

Face rows store optional material pointers; a zero lane falls back to mesh.material.

<script setup> import Playground from "../.vitepress/Playground.vue"; </script>