Objects / Other / Polygons / Regular Polygon (24 June, 2026)


Regular Polygons have been available since version R1.0.3;

They use a shader specifically designed for Tails7;


This type of polygon has its pros and cons:


Pros:

    • Perspective correction
    • The ability to use fewer objects to create, for example, a single wall compared to Quad.
    • Fewer graphical artifacts
    • No limitations for Direct3D 9 in rendering (the same as for Direct3D 11, OpenGL/ES)


Cons:

    • Restrictions on vertex placement: a polygon must be configured such that two opposite edges are directly opposite each other; that is, a polygon can be flat, upright, or sloped.
    • Disappear when the camera moves away


Alterable Values

Variable index

Variable name

Description

Default value

Required version

0 / A

_PointX_A

Variable that stores the X value of point A in the polygon shader.

(Automatically)

R1.0.3_04.04.26

1 / B

_PointY_A

Variable that stores the Y value of point A in the polygon shader.

2 / C

_PointX_B

Variable that stores the X value of point B in the polygon shader.

3 / D

_PointY_B

Variable that stores the Y value of point B in the polygon shader.

4 / E

_PointX_C

Variable that stores the X value of point C in the polygon shader.

5 / F

_PointY_C

Variable that stores the Y value of point C in the polygon shader.

6 / G

_PointX_D

Variable that stores the X value of point D in the polygon shader.

7 / H

_PointY_D

Variable that stores the Y value of point D in the polygon shader.

20 / U

_LayerOffset

Similar to Sprite, it shifts the object in layers; a positive value means the object will be above other objects, a negative value means the opposite.

0

19 / T

_Layer

Variable that stores which layer the polygon object is on; by default it is the average of points A and C.

(Automatically)

Flags

Variable index

Variable name

Description

Default value

Required version

0 / A

_Active

This variable determines whether the polygon is active;

If False, it sets the correct position on the screen and the object's scale, then changes the value to True.


(Automatically)

R1.0.3_04.04.26

1 / B

_Visibility_A

This variable determines whether point A is visible.

2 / C

_Visibility_B

This variable determines whether point B is visible.

3 / D

_Visibility_C

This variable determines whether point C is visible.

4 / E

_Visibility_D

This variable determines whether point D is visible.

5 / F

_IgnoreShowing

This variable determines whether the polygon should ignore the visibility settings of points A, B, C, D and be always invisible or when needed.

False

6 / G

_Delay

A value calculated automatically that prevents a polygon from being visible or invisible in the preceding or following frame.

(Automatically)



Example of Use:

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