Mesh to project the decal onto. The decal is created as a clipped child mesh hugging the surface.
Image texture to project. Create it via texture image, and keep an alpha channel for cutout decals.
OptionalpositionPosition of the decal projector in world coordinates. Often picked from a ray/pick hit on the mesh.
OptionalnormalDirection the decal is projected along, in world coordinates. Usually the surface normal at the hit point.
OptionalsizeSize of the decal box on each axis. The third value is the projection depth.
OptionalangleAngle to rotate the decal around the projection direction, in radians.
OptionalcullRemove back faces from the decal mesh so it only sticks to faces pointing towards the projector.
OptionallocalCompute the decal using the local mesh coordinates instead of world space. Useful when the source mesh is transformed.
OptionalzDepth bias used to avoid z-fighting between the decal and the surface. Negative values push the decal towards the camera.
Feeds
babylon.decal.createMeshDecal: the mesh to stick an image onto, the image, where and which way it is projected, its size and the rendering details.