lib/pixi/src/mesh/Mesh.js
function Mesh(texture, vertices, uvs, indices, drawMode)
{
    core.Container.call(this);

    /**
     * The texture of the Mesh
     *
     * @member {Texture}
     */
    this.texture = texture;

    /**
     * The Uvs of the Mesh
     *
     * @member {Float32Array}
     */
    this.uvs = uvs || new Float32Array([0, 1,
                                 1, 1,
                                 1, 0,
                                 0, 1]);

    /**
     * An array of vertices
     *
     * @member {Float32Array}
     */
    this.vertices = vertices || new Float32Array([0, 0,
                                      100, 0,
                                      100, 100,
                                      0, 100]);

    /*
     * @member {Uint16Array} An array containing the indices of the vertices
     */
    //  TODO auto generate this based on draw mode!
    this.indices = indices || new Uint16Array([0, 1, 2, 3]);

    /**
     * Whether the Mesh is dirty or not
     *
     * @member {boolean}
     */
    this.dirty = true;

    /**
     * The blend mode to be applied to the sprite. Set to blendModes.NORMAL to remove any blend mode.
     *
     * @member {number}
     * @default CONST.BLEND_MODES.NORMAL;
     */
    this.blendMode = core.BLEND_MODES.NORMAL;

    /**
     * Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
     *
     * @member {number}
     */
    this.canvasPadding = 0;

    /**
     * The way the Mesh should be drawn, can be any of the Mesh.DRAW_MODES consts
     *
     * @member {number}
     */
    this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH;
}
function Mesh(texture, vertices, uvs, indices, drawMode)
{
    core.Container.call(this);

    /**
     * The texture of the Mesh
     *
     * @member {Texture}
     */
    this.texture = texture;

    /**
     * The Uvs of the Mesh
     *
     * @member {Float32Array}
     */
    this.uvs = uvs || new Float32Array([0, 1,
                                 1, 1,
                                 1, 0,
                                 0, 1]);

    /**
     * An array of vertices
     *
     * @member {Float32Array}
     */
    this.vertices = vertices || new Float32Array([0, 0,
                                      100, 0,
                                      100, 100,
                                      0, 100]);

    /*
     * @member {Uint16Array} An array containing the indices of the vertices
     */
    //  TODO auto generate this based on draw mode!
    this.indices = indices || new Uint16Array([0, 1, 2, 3]);

    /**
     * Whether the Mesh is dirty or not
     *
     * @member {boolean}
     */
    this.dirty = true;

    /**
     * The blend mode to be applied to the sprite. Set to blendModes.NORMAL to remove any blend mode.
     *
     * @member {number}
     * @default CONST.BLEND_MODES.NORMAL;
     */
    this.blendMode = core.BLEND_MODES.NORMAL;

    /**
     * Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
     *
     * @member {number}
     */
    this.canvasPadding = 0;

    /**
     * The way the Mesh should be drawn, can be any of the Mesh.DRAW_MODES consts
     *
     * @member {number}
     */
    this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH;
}
function Mesh ( texture , vertices , uvs , indices , drawMode ) { core . Container . call ( this ) ; /**
     * The texture of the Mesh
     *
     * @member {Texture}
     */ this . texture = texture ; /**
     * The Uvs of the Mesh
     *
     * @member {Float32Array}
     */ this . uvs = uvs || new Float32Array ( [ 0 , 1 , 1 , 1 , 1 , 0 , 0 , 1 ] ) ; /**
     * An array of vertices
     *
     * @member {Float32Array}
     */ this . vertices = vertices || new Float32Array ( [ 0 , 0 , 100 , 0 , 100 , 100 , 0 , 100 ] ) ; /*
     * @member {Uint16Array} An array containing the indices of the vertices
     */ //  TODO auto generate this based on draw mode! this . indices = indices || new Uint16Array ( [ 0 , 1 , 2 , 3 ] ) ; /**
     * Whether the Mesh is dirty or not
     *
     * @member {boolean}
     */ this . dirty = true ; /**
     * The blend mode to be applied to the sprite. Set to blendModes.NORMAL to remove any blend mode.
     *
     * @member {number}
     * @default CONST.BLEND_MODES.NORMAL;
     */ this . blendMode = core . BLEND_MODES . NORMAL ; /**
     * Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
     *
     * @member {number}
     */ this . canvasPadding = 0 ; /**
     * The way the Mesh should be drawn, can be any of the Mesh.DRAW_MODES consts
     *
     * @member {number}
     */ this . drawMode = drawMode || Mesh . DRAW_MODES . TRIANGLE_MESH ; }
Base mesh class
@class
@extends Container
@memberof PIXI.mesh
@param texture {Texture} The texture to use
@param [vertices] {Float32Arrif you want to specify the vertices
@param [uvs] {Float32Array} if you want to specify the uvs
@param [indices] {Uint16Array} if you want to specify the indices
@param [drawMode] {number} the drawMode, can be any of the Mesh.DRAW_MODES consts
Base mesh class