No comment. Sorry.
boundingBox
colorOfVertex:
computeBoundingBox
faces
faces:
normalOfVertex:
texCoordOfVertex:
asIndexedMesh
Convert the receiver into (the more compact) indexed representation
asIndexedTriangleMesh
Convert the receiver into (the more compact) indexed triangle representation
asSimpleMesh
transformedBy:
Return a copy of the receiver with its vertices transformed by the given matrix
do:
trianglesDo:
vertexPositionsDo:
withAll:
renderOn:
hasTextureCoords
hasVertexColors