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📝 Walkthrough
WalkthroughA new CreateCustomMesh() function is added that constructs and returns a custom Mesh with vertices, normals, texture coordinates, and indices. The function is used in Setup() to create a customMesh entity positioned at (1.5, 0, 0) alongside existing scene objects. Changes
Estimated code review effort🎯 2 (Simple) | ⏱️ ~10 minutes Poem🚥 Pre-merge checks | ✅ 2 | ❌ 1 ❌ Failed checks (1 warning)
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Actionable comments posted: 1
🤖 Fix all issues with AI agentsIn `@examples/graphic_usage/src/main.cpp`: - Around line 53-56: The triangle winding in mesh.SetIndices currently produces a -Y face normal; to match the +Y vertex normals and avoid backface culling/light issues, invert the winding for both triangles by swapping two indices per triangle (e.g., use 0,2,1 and 2,0,3 instead of 0,1,2 and 2,3,0) so the triangles' vertex order is consistent with +Y normals.
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This pull request introduces a new custom mesh to the graphics example, demonstrating how to define and add a user-defined mesh alongside the existing cube. The main change is the addition of the CreateCustomMesh function, which constructs a simple quad mesh, and its integration into the scene setup.
Mesh creation and scene setup:
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