Optionalmesh: AbstractMeshOptionalwidth: numberOptionalheight: numberOptionalsupportPointerMove: booleanOptionalonlyAlphaTesting: booleanOptionalinvertY: booleanOptionalsampling: Bit.Inputs.BabylonTexture.samplingModeEnumThe mesh the GUI is drawn on; it needs texture coordinates, a plane being the usual choice
OptionalwidthWidth of the GUI texture in pixels; left out, the engine chooses
OptionalheightHeight of the GUI texture in pixels; left out, the engine chooses
When true, controls on the mesh react to the pointer moving over them, at some extra cost
When true, transparent pixels are cut out instead of blended, which avoids sorting problems
When true, the texture is flipped top to bottom; the default is right for most meshes
How texture pixels are read when scaled: nearest keeps hard pixels, bilinear and trilinear blend them
Feeds
babylon.gui.advancedDynamicTexture.createForMesh: the mesh a GUI texture is wrapped onto, the texture size and the pointer, alpha, flip and sampling options.