Creates a square pyramid mesh primitive (base 2x2, height 2, centered at origin).
Takes textureSlots, uvMode, unique (no segments parameter - fixed 4-sided).
Returns mesh entity handle or 0 on failure.
3D Graphics
Parameters & Returns
Parameters
textureSlotsInt
uvModeInt
uniqueInt
Returns
Int
Quick Summary
Creates a square pyramid mesh primitive (base 2x2, height 2, centered at origin).
Takes textureSlots, uvMode, unique (no segments parameter - fixed 4-sided).
Returns mesh entity handle or 0 on failure.
Technical Exegesis...
Creates a square pyramid mesh primitive (base 2x2, height 2, centered at origin). Takes textureSlots, uvMode, unique (no segments parameter - fixed 4-sided). Returns mesh entity handle or 0 on failure. Creates surface-based mesh, adds apex vertex (0,1,0), 4 base corner vertices (square at Y=-1), creates 4 triangular side faces, adds square base (2 triangles), sets normals (slanted for sides, downward for base), unlocks. Pyramid dimensions: square base 2x2 at Y=-1, apex at Y=+1, total height 2.
Creates a square pyramid mesh primitive (base 2x2, height 2, centered at origin). Takes textureSlots, uvMode, unique (no segments parameter - fixed 4-sided). Returns mesh entity handle or 0 on failure. Creates surface-based mesh, adds apex vertex (0,1,0), 4 base corner vertices (square at Y=-1), creates 4 triangular side faces, adds square base (2 triangles), sets normals (slanted for sides, downward for base), unlocks. Pyramid dimensions: square base 2x2 at Y=-1, apex at Y=+1, total height 2. Returns mesh entity handle.
This function creates Egyptian-style square pyramid for monuments and geometric shapes. Fixed 4-sided: always square base (not configurable like cone). Structure: 4 triangular sides meeting at apex + square base = 5 faces total. Apex at top center, 4 base corners at (-1,-1,Z), (+1,-1,Z), (+1,+1,Z), (-1,+1,Z) where Z varies. Flat shading: each face has separate vertices for hard edges. UV mapping: each triangular side gets full 0-1 UV range, base gets square UV. Use cases: (1) Egyptian pyramids (monuments), (2) Geometry primitives (Platonic solids family), (3) Arrowheads (direction indicators), (4) Roof structures (peaked roofs), (5) Crystal shapes. Common pattern: pyramid=b3dCreatePyramid(BBR_ONE_SLOT, BBR_TEXTURE_UV, 0), b3dScaleEntity(pyramid, w/2, h/2, d/2) for custom dimensions. Normals: side normals point outward at slant angle, base normal points down (0,-1,0). Vertex count: 12 (apex duplicated 4x for sides, 4 base corners duplicated, base center). Triangle count: 6 (4 sides + 2 for base). Alternative: b3dCreateCone with segments=4 for similar shape, custom mesh for triangular/hexagonal base, b3dCreateWedge for half-pyramid. Capped: includes square base (closed pyramid). Modification: surface-based, editable. Apex position: Y=+1, base at Y=-1. Height/width ratio: 1:1 by default (height equals base width), scale to adjust proportions.