quad abstract method

QuadMeshBuilder quad(
  1. Point3D a,
  2. Point3D b,
  3. Point3D c,
  4. Point3D d,
)

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.

  • a First vertex of quad.

  • b Second vertex of the quad.

  • c Third vertex of the quad.

  • d Fourth vertex of the quad.

Returns QuadMeshBuilder. A QuadMeshBuilder instance.

Implementation

QuadMeshBuilder quad(Point3D a, Point3D b, Point3D c, Point3D d);