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Update README
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98teg authored Sep 8, 2023
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Expand Up @@ -41,7 +41,7 @@ I recommend this method if you need to generate the meshes procedurally. Bellow

![Code Usage](./doc/images/code_usage.png)

Even if this option is available, I recommend only executing it on methods that are not called frequently, such as `_ready`. If you want to, for example, flip a character sprite, it is better to just rotate the model than changing the `flip_h` property and regenerating it. The only properties meant to change frequently at runtime are `frame` and `frame_coords`. And as such, they don't require to call [`update_sprite_mesh`](#void-update_sprite_mesh) to be applied.
Even if this option is available, I recommend only executing it on methods that are not called frequently, such as `_ready`. If you want to, for example, flip a character sprite, it is better to just rotate the model than changing the [`flip_h`](#bool-flip_h--false) property and regenerating it. The only properties meant to change frequently at runtime are [`frame`](#int-frame--0) and [`frame_coords`](#vector2i-frame_coords--vector2i0-0). And as such, they don't require to call [`update_sprite_mesh`](#void-update_sprite_mesh) to be applied.

## Class `SpriteMesh`

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| `bool` | [`flip_v`](#bool-flip_v--false) | `false` |
| `int` | [`frame`](#int-frame--0) | `0` |
| `Vector2i` | [`frame_coords`](#vector2i-frame_coords--vector2i0-0) | `Vector2i(0, 0)` |
| `Vector2i` | [`frame_coords`](#vector2i-frame_coords--vector2i0-0) | `Vector2i(0, 0)` |
| `SpriteMesh` | [`generated_sprite_mesh`](#spritemesh-generated_sprite_mesh) | |
| `int` | [`hframes`](#int-hframes--1) | `1` |
| `Vector3` | [`offset`](#vector3-offset--vector30-0) | `Vector2(0, 0)` |
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