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Contains godot api as kotlin classes and jvm cpp interaction code.
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// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import kotlin.Int
import kotlin.Suppress
import kotlin.Unit
/**
* The PointMesh is made from a single point. Instead of relying on triangles, points are rendered
* as a single rectangle on the screen with a constant size. They are intended to be used with Particle
* systems, but can be used as a cheap way to render constant size billboarded sprites (for example in
* a point cloud).
* PointMeshes, must be used with a material that has a point size. Point size can be accessed in a
* shader with `POINT_SIZE`, or in a [BaseMaterial3D] by setting [BaseMaterial3D.usePointSize] and the
* variable [BaseMaterial3D.pointSize].
* When using PointMeshes, properties that normally alter vertices will be ignored, including
* billboard mode, grow, and cull face.
*/
@GodotBaseType
public open class PointMesh : PrimitiveMesh() {
public override fun new(scriptIndex: Int): Unit {
callConstructor(ENGINECLASS_POINTMESH, scriptIndex)
}
public companion object
internal object MethodBindings
}
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