Using and extending 3D primitives — NDK Developers Guide

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# Using and extending 3D primitives

- Primitives vs. rPrimitives

## Built-in primitive types

- Triangle
- Polygon
- Point
- Mesh
- Particles
- ParticlesSprite

## Extending a built-in primitive

- Why do this?
- What to subclass from
- What methods to override

## Adding a new custom primitive

- Subclass from Primitive

## Drawing in the 3D viewer

All primitives must provide methods to draw themselves in the 3D viewer. There are different drawing functions associated with different render passes:

- draw_solid
- draw_wireframe

## Tesselating for the ScanlineRenderer

- tesselate

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