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// Approach 1 (links) | |
// Once the renderer finds a *MeshFaceMaterial*, it'll process the face material array | |
var head_material = [ new MeshBitmapUVMappingMaterial( head_bitmap ) ]; | |
var torso_material = [ new MeshBitmapUVMappingMaterial( torso_bitmap ) ] | |
mesh.material = [ new MeshFaceMaterial(), new MeshColorStrokeMaterial( 0xff0000 ) ]; | |
mesh.faces[ 0 ].material = head_material; | |
mesh.faces[ 1 ].material = head_material; | |
mesh.faces[ 2 ].material = head_material; | |
mesh.faces[ 3 ].material = torso_material; | |
mesh.faces[ 4 ].material = torso_material; | |
mesh.faces[ 5 ].material = torso_material; | |
// Approach 2 (indices) | |
// This is current solution in alteredq branch | |
// ColorStroke material will be automagically applied to the whole mesh | |
// for other FaceColor / Color / BitmapUV materials you need to set decalIndex property | |
mesh.material = [ new MeshBitmapUVMappingMaterial( bitmap ), new MeshBitmapUVMappingMaterial( bitmap ), new MeshColorStrokeMaterial( 0xff0000 ) ]; | |
mesh.material[3].decalIndex = 1; // decal will go to head | |
// torso | |
mesh.faces[ 0 ].material = 0; | |
mesh.faces[ 1 ].material = 0; | |
mesh.faces[ 2 ].material = 0; | |
// head | |
mesh.faces[ 3 ].material = 1; | |
mesh.faces[ 4 ].material = 1; | |
mesh.faces[ 5 ].material = 1; |
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