The settings of one BatchedMesh3D slot that aren't set through the batch's set*At methods, reached through items
set*At
A change shows once you call invalidate for the slot.
const slot: BatchedMesh3DSlot = batched.items[0];slot.receiveShadow = false;batched.invalidate(0); Copy
const slot: BatchedMesh3DSlot = batched.items[0];slot.receiveShadow = false;batched.invalidate(0);
How the slot turns to face the camera; see Mesh3D#billboardMode
'none' Copy
'none'
grass.items[i].billboardMode = 'cylindrical';grass.invalidate(i); Copy
grass.items[i].billboardMode = 'cylindrical';grass.invalidate(i);
Whether the slot is shadowed by lights that cast shadows; see Mesh3D#receiveShadow
true Copy
true
water.items[i].receiveShadow = false;water.invalidate(i); Copy
water.items[i].receiveShadow = false;water.invalidate(i);
The settings of one BatchedMesh3D slot that aren't set through the batch's
set*Atmethods, reached through itemsA change shows once you call invalidate for the slot.
Example