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Skills/pixijs/pixijs-skills/pixijs-scene-mesh
pixijs-scene-mesh logo

pixijs-scene-mesh

pixijs/pixijs-skills
2K installs231 stars
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Installation

npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-mesh

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.

SKILL.md

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

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

VariantUse whenTrade-offsReference
MeshFull control, custom geometry, custom shadersYou build the MeshGeometry yourselfreferences/mesh.md
MeshSimpleQuick textured shapes with per-frame vertex animationThin wrapper; auto-updates the vertex bufferreferences/mesh-simple.md
MeshPlaneSubdivided textured rectangle for distortion effectsFixed topology; verticesX/verticesY control densityreferences/mesh-plane.md
MeshRopeTexture following a polyline pathBent at each point; needs many points for smooth curvesreferences/mesh-rope.md
PerspectiveMesh2D plane with perspective cornersNot true 3D; UV-level perspective correction onlyreferences/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:

import { SimpleRope } from "pixi.js";
const rope = new SimpleRope(texture, points);

Correct:

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:

const geom = new MeshGeometry(vertices, uvs, indices);

Correct:

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:

mesh.addChild(otherMesh);

Correct:

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
  • MeshGeometry
  • MeshSimple
  • MeshPlane
  • MeshRope
  • PerspectiveMesh

Score

0–100
63/ 100

Grade

C

Popularity15/30

1,593 installs — growing adoption.

Completeness27/30

Documented: full SKILL.md body, description, one-line install. Missing: category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Pixijs Scene Mesh skill score badge previewScore badge

Markdown

[![Pixijs Scene Mesh skill](https://www.remoteopenclaw.com/skills/pixijs/pixijs-skills/pixijs-scene-mesh/badges/score.svg)](https://www.remoteopenclaw.com/skills/pixijs/pixijs-skills/pixijs-scene-mesh)

HTML

<a href="https://www.remoteopenclaw.com/skills/pixijs/pixijs-skills/pixijs-scene-mesh"><img src="https://www.remoteopenclaw.com/skills/pixijs/pixijs-skills/pixijs-scene-mesh/badges/score.svg" alt="Pixijs Scene Mesh skill"/></a>

Pixijs Scene Mesh FAQ

How do I install the Pixijs Scene Mesh skill?

Run “npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-mesh” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Pixijs Scene Mesh skill do?

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. The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Pixijs Scene Mesh skill free?

Yes. Pixijs Scene Mesh is a free, open-source skill published from pixijs/pixijs-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Pixijs Scene Mesh work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Pixijs Scene Mesh works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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