Name | ID | Description | Type |
---|---|---|---|
Mesh | M | Mesh to display to screen. Make sure the mesh is positioned at (or near) the world origin. | Mesh |
Location | L | The location to display the mesh. If \"Scale With Viewport\" is unchecked, specify points in pixel coordinates - \n 100,100,0 will be 100 pixels right and down from the upper-left corner of the viewport. | Point |
Scale Factor | S | A multiplier on the scale. Use this to adjust the size of the mesh in the display. | Number |
Color | C | The color to display the mesh. This will not override per-vertex mesh colors. | Colour |
Depth | D | A value between 0-1 that controls the Z-depth of the mesh display. \nA high number will appear in front of most objects - low will go behind.\nHowever, values exactly equal to 0 or 1 should be avoided - stay slightly within the \nlimits to avoid artifacts | Number |
Fixed | F | If true, objects remain fixed, oriented to the screen plane - if false, objects rotate when the viewport does. | Boolean |
Bitmap Texture | T | If provided, a bitmap texture for the mesh. Use texture mapping components to align texture. | Text |
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