AntialiasedTriangle

EntityVisualMeshceramic.AntialiasedTriangle (Class)

A specialized triangle shape that simulates antialiasing using additional vertices.

This class creates a smooth-edged triangle without requiring multisampling or hardware antialiasing. It achieves this by adding extra vertices around the edges with alpha transparency, creating a gradient effect that simulates antialiased edges.

The triangle uses 6 vertices instead of the typical 3:

  • 3 inner vertices forming the main triangle (fully opaque)
  • 3 outer vertices extending beyond the triangle bounds (fully transparent)
var triangle = new AntialiasedTriangle();
triangle.size(200, 150);
triangle.color = Color.RED;
triangle.antialiasing = 2; // 2-pixel antialiasing border
triangle.pos(100, 100);
See: Triangle For a simpler triangle without antialiasing, Mesh The base class for custom geometry

Instance Members

antialiasing: Float

The width of the antialiasing border in pixels. Higher values create a smoother but wider gradient edge. Default value is 1 pixel.

Common values:

  • 0.5: Very subtle antialiasing
  • 1.0: Standard antialiasing (default)
  • 2.0: Strong antialiasing for larger triangles

new(): Void

Creates a new antialiased triangle. Initializes the mesh with 6 vertices and the appropriate indices for rendering the antialiased edges.

Private Members

updateVertices(): Void

Updates the vertex positions based on current width, height, and antialiasing values.

The vertex layout is:

  • Vertices 0,1,2: Inner triangle vertices (opaque)
  • Vertices 3,4,5: Outer vertices for antialiasing (transparent)

The outer vertices are positioned beyond the triangle bounds by the antialiasing amount.

Metadata

Name Parameters
:build ceramic.macros.EntityMacro.buildForCompletion()
:autoBuild ceramic.macros.EntityMacro.buildForCompletion()
:build tracker.macros.EventsMacro.build()
:autoBuild tracker.macros.EventsMacro.build()