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Struct

RangeMeshWriter

sealed

Synchronous writer for one modifier's owned range-decoration buffers. Geometry emitted with different texture paints or blend modes is split into render-key batches automatically.

public void SetPaint()

Selects paint, projection frame and render side for subsequent vertices. Changing a texture closes the previous render batch while compatible consecutive output remains batched.

public void SetPaint()

Selects paint with a colour multiplier for subsequent vertices.

public void SetPaint()

Builds the projection frame from bounds, then selects it for subsequent vertices.

public void SetPaint()

Builds the projection frame from bounds, then selects it with a colour multiplier.

public int AddVertex()

Adds one painted vertex and returns its writer-local index.

public int AddVertex()

Adds one painted vertex with a colour multiplier and returns its writer-local index.

public int AddCoverageVertex()

Adds a vertex carrying analytic edge coverage. Use 1 on the contour and 0 on a narrow exterior fringe; the decoration shader converts the interpolation into a screen-space antialiased edge with derivatives.

public void AddTriangle()

Adds a triangle referencing vertices emitted under the current paint batch.

public void AddRect()

Adds a flat painted rectangle.

public void AddRoundedRect()

Adds a painted rounded rectangle with independently selectable corners.

public void AddRoundedRect()

Adds a rounded rectangle mapped through one resolved final glyph transform.

public void AddRoundedRectSection()

Adds one rectangular section of a larger rounded box. Shape coordinates remain relative to fullBounds, allowing a box to be subdivided for independent paint frames without introducing rounding seams.

public void AddRoundedRectSection()

Adds one section of a rounded rectangle after applying a resolved glyph transform. Shape coordinates stay in the undeformed rectangle, preserving corner radius and Paint interpolation across affine and bilinear quad deformation.