Using Meshes

The Mesh Component

Before thinking about how to structure our demo, we should learn about the primary component of the WebGLRenderer, the Mesh Component

Boilerplate

Let's get our app up and running with some boilerplate code. This should look familiar. Copy and paste the code snippets below into index.js.

var FamousEngine = require('famous/core/FamousEngine');

// Create the scene based on a selector.

var scene = FamousEngine.createScene('body');

// Initialize the engine.

FamousEngine.init();

// App Code

var App = require('./js/App');
var app = new App(scene);

The App code section at the bottom of the index page is where we create our app and pass in a selector. If we look into App.js we can see exactly what this App function is.

Creating our App

var FamousEngine = require('famous/core/FamousEngine');
var Mesh = require('famous/webgl-renderables/Mesh');

function App(scene) {

    // Add a child node to add our mesh to.

    var child = scene.addChild();

    // Pass child node into new Mesh component.

    var mesh = new Mesh(child);

    // Give the mesh a geometry.

    mesh.setGeometry('Circle');
}

module.exports = App;

Here you can see that our App is nothing more than a function that takes in a scene as an argument.

From there, a child node is added to the scene and passed into the Mesh Component. You can think of a mesh as a WebGL object. In drawing our mesh, we must decide it's geometry (shape) and its color.

In the above example we set our Mesh's geometry to that of a circle. We won't set the color of the Mesh quite yet, which should leave the mesh with the default color.

The result is a soothing-gray circle, the size of our scene, which in this case is the size of screen.

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