skills/pixijs-scene-mesh/SKILL.md
Meshes render arbitrary 2D (or perspective-projected) geometry with a texture or custom shader. PixiJS ships the base Mesh class plus four specialized subclasses for common shapes: MeshSimple, MeshPlane, MeshRope, and PerspectiveMesh. Pick the subclass that matches your shape; drop to the base Mesh when you need full vertex-level control or a custom shader.
Assumes familiarity with pixijs-scene-core-concepts. Meshes are leaf nodes; they cannot have children. Wrap multiple meshes in a Container to group them.
const texture = await Assets.load("pattern.png");
const geometry = new MeshGeometry({
positions: new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]),
uvs: new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]),
indices: new Uint32Array([0, 1, 2, 0, 2, 3]),
topology: "triangle-list",
});
const mesh = new Mesh({
geometry,
texture,
roundPixels: false,
});
app.stage.addChild(mesh);
Every Mesh subclass takes a single options object. The base Mesh requires a geometry; subclasses (MeshSimple, MeshPlane, MeshRope, PerspectiveMesh) build the geometry internally and require a texture instead. See each variant's reference for the full field list.
| Variant | Use when | Trade-offs | Reference |
|---|---|---|---|
Mesh | Full control, custom geometry, custom shaders | You build the MeshGeometry yourself | references/mesh.md |
MeshSimple | Quick textured shapes with per-frame vertex animation | Thin wrapper; auto-updates the vertex buffer | references/mesh-simple.md |
MeshPlane | Subdivided textured rectangle for distortion effects | Fixed topology; verticesX/verticesY control density | references/mesh-plane.md |
MeshRope | Texture following a polyline path | Bent at each point; needs many points for smooth curves | references/mesh-rope.md |
PerspectiveMesh | 2D plane with perspective corners | Not true 3D; UV-level perspective correction only | references/mesh-perspective.md |
Sprite (see pixijs-scene-sprite), not a mesh. Meshes are for cases Sprite can't express.MeshPlane. Set verticesX/verticesY for the desired smoothness.MeshRope. Control thickness with width; use textureScale: 0 to stretch or > 0 to repeat.PerspectiveMesh. Pass four corner positions; not real 3D but good enough for 2.5D effects.MeshSimple. It handles the buffer-update dance for you.Mesh with a hand-built MeshGeometry. See pixijs-custom-rendering for shader authoring.PerspectiveMesh simulates perspective at the UV level but has no depth buffer.MeshGeometry holds the positions, uvs, indices, and topology. You can share one geometry across multiple Mesh instances; positions are reference-counted.
A mesh batches (combines with other draw calls) only if it uses MeshGeometry, has no custom shader, no depth or culling state, and the 'auto' rule (batchMode = 'auto' and ≤100 vertices). Custom shaders always render independently.
new MeshGeometry({ topology: 'triangle-strip' }); topology is a geometry property. The default is 'triangle-list'; set it explicitly if your data is organized differently.
new MeshGeometry({ shrinkBuffersToFit: true }) — trims GPU buffer storage to the actual vertex count on creation. Use it when feeding large, one-shot geometries.Mesh.containsPoint(point) — topology-aware hit test that walks the triangles. Works with any MeshGeometry, including custom layouts.new Mesh({ geometry, state }) — pass a State object to control blend, depth, and culling. Batching is disabled automatically if depth or culling flags are set. Defaults to State.for2d() when omitted.SimpleMesh / SimplePlane / SimpleRope namesWrong:
import { SimpleRope } from "pixi.js";
const rope = new SimpleRope(texture, points);
Correct:
import { MeshRope } from "pixi.js";
const rope = new MeshRope({ texture, points });
Renamed in v8: SimpleMesh → MeshSimple, SimplePlane → MeshPlane, SimpleRope → MeshRope. All switched to options-object constructors.
MeshGeometryWrong:
const geom = new MeshGeometry(vertices, uvs, indices);
Correct:
const geom = new MeshGeometry({
positions: vertices,
uvs,
indices,
topology: "triangle-list",
});
v8 uses an options object. Note the property is positions, not vertices; the vertices name is only used by MeshSimple.
Wrong:
mesh.addChild(otherMesh);
Correct:
const group = new Container();
group.addChild(mesh, otherMesh);
Mesh sets allowChildren = false. Adding children logs a deprecation warning. Group meshes inside a plain Container.