# AddVertex ( surface,x#,y#,z#[,u#][,v#][,w#] )

# Parameters

surface - surface handle x# - x coordinate of vertex y# - y coordinate of vertex z# - z coordinate of vertex u# (optional) - u texture coordinate of vertex v# (optional) - v texture coordinate of vertex w# (optional) - w texture coordinate of vertex - not used, included for future expansion

# Description

Adds a vertex to the specified surface and returns the vertices' index number, starting from 0.
x,y,z are the geometric coordinates of the vertex, and u,v,w are texture mapping coordinates.
A vertex is a point in 3D space which is used to connect edges of a triangle together. Without any vertices, you can't have any triangles. At least three vertices are needed to create one triangle; one for each corner.
The optional u, v and w parameters allow you to specify texture coordinates for a vertex, which will determine how any triangle created using those vertices will be texture mapped. The u, v and w parameters specified will take effect on both texture coordinate sets (0 and 1). This works on the following basis:
The top left of an image has the uv coordinates 0,0.
The top right has coordinates 1,0
The bottom right is 1,1.
The bottom left 0,1.
Thus, uv coordinates for a vertex correspond to a point in the image. For example, coordinates 0.9,0.1 would be near the upper right corner of the image.
So now imagine you have a normal equilateral triangle. By assigning the bottom left vertex a uv coordinate of 0,0, the bottom right a coordinate of 1,0 and the top centre 0.5,1, this will texture map the triangle with an image that fits it.
When adding a vertex its default color is 255,255,255,255.

# Example

Graphics3D 640,480 SetBuffer BackBuffer() mesh = CreateMesh() surf = CreateSurface(mesh) v0 = AddVertex (surf, -5,-5,0, 0 ,0) v1 = AddVertex (surf, 5,-5,0, 1 ,0) v2 = AddVertex (surf, 0, 5,0, 0.5,1) tri = AddTriangle (surf,v0,v2,v1) cam = CreateCamera() MoveEntity cam, 0,0,-7 RenderWorld Flip WaitKey End

Index
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