mesh(x, y, z)
mesh(x, y, z, faces)
mesh(xyz, faces)

Plots a 3D or 2D mesh. Supported mesh_objects include Mesh types from GeometryBasics.jl.



  • visible::Bool = true sets whether the plot will be rendered or not.

  • overdraw::Bool = false sets whether the plot will draw over other plots. This specifically means ignoring depth checks in GL backends.

  • transparency::Bool = false adjusts how the plot deals with transparency. In GLMakie transparency = true results in using Order Independent Transparency.

  • fxaa::Bool = true adjusts whether the plot is rendered with fxaa (anti-aliasing).

  • inspectable::Bool = true sets whether this plot should be seen by DataInspector.

  • depth_shift::Float32 = 0f0 adjusts the depth value of a plot after all other transformations, i.e. in clip space, where 0 <= depth <= 1. This only applies to GLMakie and WGLMakie and can be used to adjust render order (like a tunable overdraw).

  • model::Makie.Mat4f sets a model matrix for the plot. This replaces adjustments made with translate!, rotate! and scale!.

  • color sets the color of the plot. It can be given as a named color Symbol or a Colors.Colorant. Transparency can be included either directly as an alpha value in the Colorant or as an additional float in a tuple (color, alpha). A Vector of any of these can be passed to define the color per vertex. (It may be helpful to check GeometryBasics.coordinates(my_mesh) for this.) A Vector{<: Real} can also be passed to sample a colormap for each vertex. And finally, if the mesh includes uv coordinates you can pass a Matrix of colors to be used as a texture.

  • colormap::Union{Symbol, Vector{<:Colorant}} = :viridis sets the colormap that is sampled for numeric colors.

  • colorrange::Tuple{<:Real, <:Real} sets the values representing the start and end points of colormap.

  • nan_color::Union{Symbol, <:Colorant} = RGBAf(0,0,0,0) sets a replacement color for color = NaN.

  • space::Symbol = :data sets the transformation space for vertex positions. See Makie.spaces() for possible inputs.

  • lowclip::Union{Nothing, Symbol, <:Colorant} = nothing sets a color for any value below the colorrange.

  • highclip::Union{Nothing, Symbol, <:Colorant} = nothing sets a color for any value above the colorrange.

  • interpolate::Bool = true wether color=Matrix gets interpolated or not

Generic 3D

  • shading = true enables lighting.

  • diffuse::Vec3f = Vec3f(0.4) sets how strongly the red, green and blue channel react to diffuse (scattered) light.

  • specular::Vec3f = Vec3f(0.2) sets how strongly the object reflects light in the red, green and blue channels.

  • shininess::Real = 32.0 sets how sharp the reflection is.

  • ssao::Bool = false adjusts whether the plot is rendered with ssao (screen space ambient occlusion). Note that this only makes sense in 3D plots and is only applicable with fxaa = true.


using GLMakie

vertices = [
    0.0 0.0;
    1.0 0.0;
    1.0 1.0;
    0.0 1.0;

faces = [
    1 2 3;
    3 4 1;

colors = [:red, :green, :blue, :orange]

scene = mesh(vertices, faces, color = colors, shading = false)

using FileIO
using GLMakie

brain = load(assetpath("brain.stl"))

    color = [tri[1][2] for tri in brain for i in 1:3],
    colormap = Reverse(:Spectral),
    figure = (resolution = (1000, 1000),)

Using GeometryBasics.Mesh and Buffer/Sampler type

We can also create a mesh, to specify normals, uv coordinates:

using GeometryBasics, LinearAlgebra, GLMakie, FileIO

# Create vertices for a Sphere
r = 0.5f0
n = 30
θ = LinRange(0, pi, n)
φ2 = LinRange(0, 2pi, 2 * n)
x2 = [r * cos(φv) * sin(θv) for θv in θ, φv in φ2]
y2 = [r * sin(φv) * sin(θv) for θv in θ, φv in φ2]
z2 = [r * cos(θv) for θv in θ, φv in 2φ2]
points = vec([Point3f(xv, yv, zv) for (xv, yv, zv) in zip(x2, y2, z2)])

# The coordinates form a matrix, so to connect neighboring vertices with a face
# we can just use the faces of a rectangle with the same dimension as the matrix:
faces = decompose(QuadFace{GLIndex}, Tesselation(Rect(0, 0, 1, 1), size(z2)))
# Normals of a centered sphere are easy, they're just the vertices normalized.
normals = normalize.(points)

# Now we generate UV coordinates, which map the image (texture) to the vertices.
# (0, 0) means lower left edge of the image, while (1, 1) means upper right corner.
function gen_uv(shift)
    return vec(map(CartesianIndices(size(z2))) do ci
        tup = ((ci[1], ci[2]) .- 1) ./ ((size(z2) .* shift) .- 1)
        return Vec2f(reverse(tup))

# We add some shift to demonstrate how UVs work:
uv = gen_uv(0.0)
# We can use a Buffer to update single elements in an array directly on the GPU
# with GLMakie. They work just like normal arrays, but forward any updates written to them directly to the GPU
uv_buff = Buffer(uv)
gb_mesh = GeometryBasics.Mesh(meta(points; uv=uv_buff, normals), faces)

f, ax, pl = mesh(gb_mesh,  color = rand(100, 100), colormap=:blues)
wireframe!(ax, gb_mesh, color=(:black, 0.2), linewidth=2, transparency=true)
record(f, "uv_mesh.mp4", LinRange(0, 1, 100)) do shift
    uv_buff[1:end] = gen_uv(shift)

The uv coordinates that go out of bounds will get repeated per default. One can use a Sampler object to change that behaviour:

Possible values:
:clamp_to_edge (default)
data = load(Makie.assetpath("earth.png"))
color = Sampler(rotl90(data'), x_repeat=:mirrored_repeat,y_repeat=:repeat)
f, ax, pl = mesh(gb_mesh,  color = color)
wireframe!(ax, gb_mesh, color=(:black, 0.2), linewidth=2, transparency=true)

record(f, "uv_mesh_mirror.mp4", LinRange(0, 1, 100)) do shift
    uv_buff[1:end] = gen_uv(shift)