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pixijs-scene-mesh

pixijs/pixijs-skills

Render custom 2D geometry and deformable shapes in PixiJS v8 with Mesh, MeshPlane, MeshRope, and PerspectiveMesh.

What is pixijs-scene-mesh?

This skill covers PixiJS v8 mesh rendering for arbitrary geometry, subdivided planes, path-following ropes, and perspective-projected quads. Use it when you need vertex-level control, deformation effects, or shapes beyond simple sprites.

  • Render custom geometry with MeshGeometry (positions, uvs, indices, topology)
  • Deform textured rectangles with MeshPlane using subdivided vertices
  • Create rope or trail effects following polyline paths with MeshRope
  • Apply perspective corner correction to 2D planes with PerspectiveMesh
  • Animate vertices per-frame with MeshSimple
  • Hit-test meshes with topology-aware containsPoint()

How to install pixijs-scene-mesh

npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-mesh
Prerequisites
  • PixiJS v8 installed
  • Familiarity with pixijs-scene-core-concepts
  • A texture asset loaded via Assets.load()
Claude Code
Cursor
Windsurf
Cline

How to use pixijs-scene-mesh

  1. 1.Load a texture using Assets.load()
  2. 2.Choose the appropriate mesh variant (Mesh, MeshSimple, MeshPlane, MeshRope, or PerspectiveMesh)
  3. 3.For base Mesh, create a MeshGeometry with positions, uvs, indices, and topology
  4. 4.For subclasses, pass texture and shape-specific options (e.g., verticesX/verticesY for MeshPlane, points for MeshRope)
  5. 5.Create the mesh instance with the options object
  6. 6.Add the mesh to app.stage or a Container
  7. 7.Update vertex data each frame if using MeshSimple or custom animation

Use cases

Good for
  • Deforming a textured rectangle for wave or ripple effects using MeshPlane
  • Drawing a rope or trail that follows a series of points with MeshRope
  • Creating a tilted 2D card or floor tile with perspective using PerspectiveMesh
  • Rendering a custom polygon or irregular shape with hand-built MeshGeometry
  • Animating vertex positions each frame for cloth or fluid simulation with MeshSimple
Who it's for
  • Game developers building 2D graphics with deformation
  • Visual effects engineers creating rope, trail, or distortion effects
  • UI developers needing perspective-corrected 2D planes
  • Graphics programmers working with custom shaders and geometry

pixijs-scene-mesh FAQ

What's the difference between Mesh and MeshSimple/MeshPlane/MeshRope?

Base Mesh requires you to build MeshGeometry yourself for full control. Subclasses (MeshSimple, MeshPlane, MeshRope, PerspectiveMesh) build geometry internally and are optimized for common shapes. Pick the subclass that matches your use case.

Can I add children to a Mesh?

No. Mesh sets allowChildren = false. Group multiple meshes inside a Container instead.

How do I animate mesh vertices each frame?

Use MeshSimple for simple shapes, or access the MeshGeometry's positions buffer directly and call geometry.invalidate() after changes.

What's the difference between v7 SimpleMesh and v8 MeshSimple?

v8 renamed SimpleMesh → MeshSimple, SimplePlane → MeshPlane, and SimpleRope → MeshRope. All now use options-object constructors instead of positional arguments.

Can meshes batch with other draw calls?

Yes, if using MeshGeometry with no custom shader, no depth/culling state, and ≤100 vertices with batchMode='auto'. Custom shaders always render independently.

Full instructions (SKILL.md)

Source of truth, from pixijs/pixijs-skills.


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

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: SimpleMeshMeshSimple, SimplePlaneMeshPlane, SimpleRopeMeshRope. 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