--- name: pixijs-scene-mesh description: "Use this skill when rendering custom geometry in PixiJS v8. Covers Mesh with MeshGeometry (positions, uvs, indices, topology), MeshSimple for per-frame vertex animation, MeshPlane for subdivided deformation, MeshRope for path-following textures, PerspectiveMesh for 2.5D corners. Triggers on: Mesh, MeshGeometry, MeshSimple, MeshPlane, MeshRope, PerspectiveMesh, positions, uvs, indices, topology, setCorners, constructor options, MeshOptions, MeshPlaneOptions, MeshRopeOptions, SimpleMeshOptions, PerspectivePlaneOptions." license: MIT --- Meshes render arbitrary 2D (or perspective-projected) geometry with a texture or custom shader. PixiJS ships the base `Mesh` class plus four specialized subclasses for common shapes: `MeshSimple`, `MeshPlane`, `MeshRope`, and `PerspectiveMesh`. Pick the subclass that matches your shape; drop to the base `Mesh` when you need full vertex-level control or a custom shader. Assumes familiarity with `pixijs-scene-core-concepts`. Meshes are leaf nodes; they cannot have children. Wrap multiple meshes in a `Container` to group them. ## Quick Start ```ts const texture = await Assets.load("pattern.png"); const geometry = new MeshGeometry({ positions: new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]), uvs: new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]), indices: new Uint32Array([0, 1, 2, 0, 2, 3]), topology: "triangle-list", }); const mesh = new Mesh({ geometry, texture, roundPixels: false, }); app.stage.addChild(mesh); ``` Every `Mesh` subclass takes a single options object. The base `Mesh` requires a `geometry`; subclasses (`MeshSimple`, `MeshPlane`, `MeshRope`, `PerspectiveMesh`) build the geometry internally and require a `texture` instead. See each variant's reference for the full field list. ## Variants | Variant | Use when | Trade-offs | Reference | | ----------------- | ----------------------------------------------------- | ------------------------------------------------------- | ---------------------------------------------------------------- | | `Mesh` | Full control, custom geometry, custom shaders | You build the `MeshGeometry` yourself | [references/mesh.md](references/mesh.md) | | `MeshSimple` | Quick textured shapes with per-frame vertex animation | Thin wrapper; auto-updates the vertex buffer | [references/mesh-simple.md](references/mesh-simple.md) | | `MeshPlane` | Subdivided textured rectangle for distortion effects | Fixed topology; `verticesX`/`verticesY` control density | [references/mesh-plane.md](references/mesh-plane.md) | | `MeshRope` | Texture following a polyline path | Bent at each point; needs many points for smooth curves | [references/mesh-rope.md](references/mesh-rope.md) | | `PerspectiveMesh` | 2D plane with perspective corners | Not true 3D; UV-level perspective correction only | [references/mesh-perspective.md](references/mesh-perspective.md) | ## When to use what - **"I need a textured quad"** → `Sprite` (see `pixijs-scene-sprite`), not a mesh. Meshes are for cases Sprite can't express. - **"I need to deform a textured rectangle"** → `MeshPlane`. Set `verticesX`/`verticesY` for the desired smoothness. - **"I need a rope or trail that follows points"** → `MeshRope`. Control thickness with `width`; use `textureScale: 0` to stretch or `> 0` to repeat. - **"I need a tilted 2D card or floor"** → `PerspectiveMesh`. Pass four corner positions; not real 3D but good enough for 2.5D effects. - **"I need per-frame animated vertices with a simple shape"** → `MeshSimple`. It handles the buffer-update dance for you. - **"I need a custom shader or unusual geometry"** → Base `Mesh` with a hand-built `MeshGeometry`. See `pixijs-custom-rendering` for shader authoring. - **"I need true 3D rendering"** → Use a dedicated 3D library. `PerspectiveMesh` simulates perspective at the UV level but has no depth buffer. ## Quick concepts ### MeshGeometry owns the vertex data `MeshGeometry` holds the `positions`, `uvs`, `indices`, and `topology`. You can share one geometry across multiple `Mesh` instances; positions are reference-counted. ### Batching A mesh batches (combines with other draw calls) only if it uses `MeshGeometry`, has no custom shader, no depth or culling state, and the `'auto'` rule (`batchMode = 'auto'` and ≤100 vertices). Custom shaders always render independently. ### Topology is on the geometry, not the mesh `new MeshGeometry({ topology: 'triangle-strip' })`; topology is a geometry property. The default is `'triangle-list'`; set it explicitly if your data is organized differently. ### Extra knobs - `new MeshGeometry({ shrinkBuffersToFit: true })` — trims GPU buffer storage to the actual vertex count on creation. Use it when feeding large, one-shot geometries. - `Mesh.containsPoint(point)` — topology-aware hit test that walks the triangles. Works with any `MeshGeometry`, including custom layouts. - `new Mesh({ geometry, state })` — pass a `State` object to control blend, depth, and culling. Batching is disabled automatically if depth or culling flags are set. Defaults to `State.for2d()` when omitted. ## Common Mistakes ### [HIGH] Using old `SimpleMesh` / `SimplePlane` / `SimpleRope` names Wrong: ```ts import { SimpleRope } from "pixi.js"; const rope = new SimpleRope(texture, points); ``` Correct: ```ts import { MeshRope } from "pixi.js"; const rope = new MeshRope({ texture, points }); ``` Renamed in v8: `SimpleMesh` → `MeshSimple`, `SimplePlane` → `MeshPlane`, `SimpleRope` → `MeshRope`. All switched to options-object constructors. ### [HIGH] Positional constructor args for `MeshGeometry` Wrong: ```ts const geom = new MeshGeometry(vertices, uvs, indices); ``` Correct: ```ts const geom = new MeshGeometry({ positions: vertices, uvs, indices, topology: "triangle-list", }); ``` v8 uses an options object. Note the property is `positions`, not `vertices`; the `vertices` name is only used by `MeshSimple`. ### [MEDIUM] Adding children to a mesh Wrong: ```ts mesh.addChild(otherMesh); ``` Correct: ```ts const group = new Container(); group.addChild(mesh, otherMesh); ``` `Mesh` sets `allowChildren = false`. Adding children logs a deprecation warning. Group meshes inside a plain `Container`. ## API Reference - [Mesh](https://pixijs.download/release/docs/scene.Mesh.html.md) - [MeshGeometry](https://pixijs.download/release/docs/scene.MeshGeometry.html.md) - [MeshSimple](https://pixijs.download/release/docs/scene.MeshSimple.html.md) - [MeshPlane](https://pixijs.download/release/docs/scene.MeshPlane.html.md) - [MeshRope](https://pixijs.download/release/docs/scene.MeshRope.html.md) - [PerspectiveMesh](https://pixijs.download/release/docs/scene.PerspectiveMesh.html.md)