quad abstract method
Adds a quad.
Internally, this will be transformed into triangles abc and bdc.
Triangle visibility is determined via back-face culling. Front-facing triangles are expected to have counter-clockwise winding.
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aFirst vertex of quad. -
bSecond vertex of the quad. -
cThird vertex of the quad. -
dFourth vertex of the quad.
Returns QuadMeshBuilder. A QuadMeshBuilder instance.
Implementation
QuadMeshBuilder quad(Point3D a, Point3D b, Point3D c, Point3D d);