Pixijs Scene Mesh logo

Pixijs Scene Mesh

Organization
pixijs
pixijs-scene-mesh

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.

Overview

Publisherpixijs
Repositorypixijs-skills
Skill namepixijs-scene-mesh
Stars
357
Forks
19
Bundled files
5
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 5 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by pixijs on GitHub. Read the source before you install it.

Installation

Install the Pixijs Scene Mesh AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/pixijs/pixijs-skills/tree/main/skills/pixijs-scene-mesh
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/pixijs/pixijs-skills.git /tmp/pixijs-skills
mkdir -p .claude/skills
cp -r /tmp/pixijs-skills/skills/pixijs-scene-mesh .claude/skills/pixijs-scene-mesh
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Pixijs Scene Mesh in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Pixijs Scene Mesh on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Pixijs Scene Mesh is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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

ts
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:

ts
import { SimpleRope } from "pixi.js";
const rope = new SimpleRope(texture, points);

Correct:

ts
import { MeshRope } from "pixi.js";
const rope = new MeshRope({ texture, points });

Renamed in v8: SimpleMesh → MeshSimple, SimplePlane → MeshPlane, SimpleRope → MeshRope. All switched to options-object constructors.

[HIGH] Positional constructor args for MeshGeometry

Wrong:

ts
const geom = new MeshGeometry(vertices, uvs, indices);

Correct:

ts
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:

ts
mesh.addChild(otherMesh);

Correct:

ts
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

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Pixijs Scene Mesh AI skill do?

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.

Why use Pixijs Scene Mesh on TypingMind?

Because you install it once and use it with any model. Pixijs Scene Mesh is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Pixijs Scene Mesh in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/pixijs/pixijs-skills/tree/main/skills/pixijs-scene-mesh. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Pixijs Scene Mesh?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Pixijs Scene Mesh?

As many as you like. As long as a model supports skills, you can use Pixijs Scene Mesh with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Pixijs Scene Mesh AI skill free?

Yes. It is published on GitHub by pixijs under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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