Optionaloptions: DeformableSpriteOptionsvertices across
how many control vertices the mesh holds
vertices down
Move one mesh vertex to an absolute local position and re-upload the position buffer. Only that vertex changes; the rest stay pinned.
Move several vertices with a single GPU buffer upload. Other vertices stay pinned.
the flat index of the vertex at (column, row)
whether a vertex currently sits away from its rest position
how many vertices currently sit away from their rest positions
Shift one mesh vertex by a delta and re-upload the position buffer.
Return one vertex to rest, or every vertex when called without an index.
Optionalindex: number
A sprite that deforms by pinned control points on the existing GPU mesh path.
This is Pixi's
MeshPlanewith aPinnedDeformdriving its position buffer:dragVertexmoves one vertex while the rest stay pinned, and the mesh batch renders the result, so a Pontifex wing bends without the game touching Pixi's mesh directly. The routine itself never rotates, scales or repositions the sprite (rotationstays 0 through every drag) and never rewrites UVs; games that need a turned sprite rotate the texture art, not this mesh. Colour-batch and shader internals are untouched: this stays out ofColorTransformBatcher.Example