pixijs-scene-mesh
Use this skill when rendering custom geometry in PixiJS v8. Covers Mesh with MeshGeometry (positions, uvs, indices, topology), MeshSimple for per-frame vertex animation, MeshPlane for subdivided deformation, MeshRope for path-following textures, PerspectiveMesh for 2.5D corners. Triggers on: Mesh, MeshGeometry, MeshSimple, MeshPlane, MeshRope, PerspectiveMesh, positions, uvs, indices, topology, setCorners, constructor options, MeshOptions, MeshPlaneOptions, MeshRopeOptions, SimpleMeshOptions, PerspectivePlaneOptions.
Other options
Summary
Use this skill when rendering custom geometry in PixiJS v8. Covers Mesh with MeshGeometry (positions, uvs, indices, topology), MeshSimple for per-frame vertex animation, MeshPlane for subdivided deformation, MeshRope for path-following textures, PerspectiveMesh for 2.5D corners. Triggers on: Mesh, MeshGeometry, MeshSimple, MeshPlane, MeshRope, PerspectiveMesh, positions, uvs, indices, topology, setCorners, constructor options, MeshOptions, MeshPlaneOptions, MeshRopeOptions, SimpleMeshOptions, PerspectivePlaneOptions.
Raw SKILL.md
7,083 bytes---
name: pixijs-scene-mesh
description: "Use this skill when rendering custom geometry in PixiJS v8. Covers Mesh with MeshGeometry (positions, uvs, indices, topology), MeshSimple for per-frame vertex animation, MeshPlane for subdivided deformation, MeshRope for path-following textures, PerspectiveMesh for 2.5D corners. Triggers on: Mesh, MeshGeometry, MeshSimple, MeshPlane, MeshRope, PerspectiveMesh, positions, uvs, indices, topology, setCorners, constructor options, MeshOptions, MeshPlaneOptions, MeshRopeOptions, SimpleMeshOptions, PerspectivePlaneOptions."
license: MIT
---
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.
## Quick Start
```ts
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.
## Variants
| Variant | Use when | Trade-offs | Reference |
| ----------------- | ----------------------------------------------------- | ------------------------------------------------------- | ---------------------------------------------------------------- |
| `Mesh` | Full control, custom geometry, custom shaders | You build the `MeshGeometry` yourself | [references/mesh.md](references/mesh.md) |
| `MeshSimple` | Quick textured shapes with per-frame vertex animation | Thin wrapper; auto-updates the vertex buffer | [references/mesh-simple.md](references/mesh-simple.md) |
| `MeshPlane` | Subdivided textured rectangle for distortion effects | Fixed topology; `verticesX`/`verticesY` control density | [references/mesh-plane.md](references/mesh-plane.md) |
| `MeshRope` | Texture following a polyline path | Bent at each point; needs many points for smooth curves | [references/mesh-rope.md](references/mesh-rope.md) |
| `PerspectiveMesh` | 2D plane with perspective corners | Not true 3D; UV-level perspective correction only | [references/mesh-perspective.md](references/mesh-perspective.md) |
## When to use what
- **"I need a textured quad"** → `Sprite` (see `pixijs-scene-sprite`), not a mesh. Meshes are for cases Sprite can't express.
- **"I need to deform a textured rectangle"** → `MeshPlane`. Set `verticesX`/`verticesY` for the desired smoothness.
- **"I need a rope or trail that follows points"** → `MeshRope`. Control thickness with `width`; use `textureScale: 0` to stretch or `> 0` to repeat.
- **"I need a tilted 2D card or floor"** → `PerspectiveMesh`. Pass four corner positions; not real 3D but good enough for 2.5D effects.
- **"I need per-frame animated vertices with a simple shape"** → `MeshSimple`. It handles the buffer-update dance for you.
- **"I need a custom shader or unusual geometry"** → Base `Mesh` with a hand-built `MeshGeometry`. See `pixijs-custom-rendering` for shader authoring.
- **"I need true 3D rendering"** → Use a dedicated 3D library. `PerspectiveMesh` simulates perspective at the UV level but has no depth buffer.
## Quick concepts
### MeshGeometry owns the vertex data
`MeshGeometry` holds the `positions`, `uvs`, `indices`, and `topology`. You can share one geometry across multiple `Mesh` instances; positions are reference-counted.
### Batching
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.
### Topology is on the geometry, not the mesh
`new MeshGeometry({ topology: 'triangle-strip' })`; topology is a geometry property. The default is `'triangle-list'`; set it explicitly if your data is organized differently.
### Extra knobs
- `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.
## Common Mistakes
### [HIGH] Using old `SimpleMesh` / `SimplePlane` / `SimpleRope` names
Wrong:
```ts
import { SimpleRope } from "pixi.js";
const rope = new SimpleRope(texture, points);
```
Correct:
```ts
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.
### [HIGH] Positional constructor args for `MeshGeometry`
Wrong:
```ts
const geom = new MeshGeometry(vertices, uvs, indices);
```
Correct:
```ts
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`.
### [MEDIUM] Adding children to a mesh
Wrong:
```ts
mesh.addChild(otherMesh);
```
Correct:
```ts
const group = new Container();
group.addChild(mesh, otherMesh);
```
`Mesh` sets `allowChildren = false`. Adding children logs a deprecation warning. Group meshes inside a plain `Container`.
## API Reference
- [Mesh](https://pixijs.download/release/docs/scene.Mesh.html.md)
- [MeshGeometry](https://pixijs.download/release/docs/scene.MeshGeometry.html.md)
- [MeshSimple](https://pixijs.download/release/docs/scene.MeshSimple.html.md)
- [MeshPlane](https://pixijs.download/release/docs/scene.MeshPlane.html.md)
- [MeshRope](https://pixijs.download/release/docs/scene.MeshRope.html.md)
- [PerspectiveMesh](https://pixijs.download/release/docs/scene.PerspectiveMesh.html.md)

