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4 changes: 2 additions & 2 deletions content/features/featuresDeepDive/mesh/visualizeMeshData.md
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@ new BABYLON.MeshDebugPluginMaterial(mesh.material, {
});
```

**NOTE** _Behind-the-scenes, `PrepareMeshForTrianglesAndVerticesMode` is tripling the number of triangles and vertices in the mesh's vertex buffers. This is necessary for the plugin's shaders to work correctly. You can undo these changes to the mesh via the [rollback function](/typedoc/classes/BABYLON.MeshDebugPluginMaterial#PrepareMeshForTrianglesAndVerticesMode) returned by the method._
**NOTE** _Behind-the-scenes, `PrepareMeshForTrianglesAndVerticesMode` triples the number of triangles and creates `number_triangles*2*3` vertices in the mesh's vertex buffers. This is necessary for the plugin's shaders to work correctly. You can undo these changes to the mesh via the [rollback function](/typedoc/classes/BABYLON.MeshDebugPluginMaterial#PrepareMeshForTrianglesAndVerticesMode) returned by the method._

Playground example: <Playground id="#KPLZWF" title="Triangles" description="Applying TRIANGLES to a model."/>

Expand Down Expand Up @@ -193,4 +193,4 @@ Also, all material plugins must be added to materials _before_ they are used for
- Creating a new material, applying the plugin to the new material, then assigning the new material to the mesh

## API
See the full list of available properties, options, methods, and more [here](/typedoc/classes/BABYLON.MeshDebugPluginMaterial).
See the full list of available properties, options, methods, and more [here](/typedoc/classes/BABYLON.MeshDebugPluginMaterial).