# IndexedQuadSet

## Overview

IndexedQuadSet is a geometry node that defines planar quadrilaterals. IndexedQuadSet contains a Coordinate or CoordinateDouble node, and can also contain Color or ColorRGBA, Normal and TextureCoordinate nodes.

The IndexedQuadSet node belongs to the **CADGeometry** component and requires at least level **1,** its default container field is *geometry.* It is available from X3D version 3.1 or higher.

## Hierarchy

1
2
3
4

+ X3DNode
+ X3DGeometryNode
+ X3DComposedGeometryNode
+ IndexedQuadSet

## Fields

### SFNode [in, out] **metadata** NULL [X3DMetadataObject]

Information about this node can be contained in a MetadataBoolean, MetadataDouble, MetadataFloat, MetadataInteger, MetadataString or MetadataSet node.

#### Hint

### MFInt32 [in] **set_index** [0,∞)

*index* values provide order in which coordinates are applied. Order starts at *index* 0, commas are optional between sets. Four unique indices are defined for each quadrilateral.

#### Hint

- This field is not accessType inputOutput since X3D browsers might use different underlying geometric representations for high-performance rendering, and so output events are not appropriate.

#### Warning

- -1 sentinel values are not allowed.

### SFBool [ ] **solid** TRUE

Setting *solid* true means draw only one side of polygons (backface culling on), setting *solid* false means draw both sides of polygons (backface culling off).

#### Hints

- Mnemonic “this geometry is
*solid*like a brick” (you don’t render the inside of a brick). - If in doubt, use
*solid*=’false’ for maximum visibility. - AccessType relaxed to inputOutput in order to support animation and visualization.

#### Warning

- Default value true can completely hide geometry if viewed from wrong side!

### SFBool [ ] **ccw** TRUE

*ccw* defines clockwise/counterclockwise ordering of vertex coordinates, which in turn defines front/back orientation of polygon normals according to Right-Hand Rule (RHR).

#### Hints

- A good debugging technique for problematic polygons is to try changing the value of
*ccw*, which can reverse solid effects (single-sided backface culling) and normal-vector direction. - Clockwise

#### Warning

- Consistent and correct ordering of left-handed or right-handed point sequences is important throughout the coord array of point values.

### SFBool [ ] **colorPerVertex** TRUE

Whether Color or ColorRGBA values are applied to each point vertex (true) or to each polygon face (false).

#### Hint

#### Warnings

- The provided value of IndexedQuadSet
*colorPerVertex*field is ignored and always treated as true. - If child Color or ColorRGBA node is not provided, then geometry is rendered using corresponding Appearance and material/texture values.

### SFBool [ ] **normalPerVertex** TRUE

Whether Normal node vector values are applied to each point vertex (true) or to each polygon face (false).

#### Hint

- If no child Normal node is provided, the X3D browser shall automatically generate normals, using creaseAngle to determine smoothed shading across shared vertices.

### MFInt32 [ ] **index** [ ] [0,∞)

*index* values provide order in which coordinates are applied. Order starts at *index* 0, commas are optional between sets. Four unique indices are defined for each quadrilateral.

#### Warning

- -1 sentinel values are not allowed.

### MFNode [in, out] **attrib** [ ] [X3DVertexAttributeNode]

Single contained FloatVertexAttribute node that can specify list of per-vertex attribute information for programmable shaders.

#### Hint

### SFNode [in, out] **fogCoord** NULL [FogCoordinate]

Single contained FogCoordinate node that can specify depth parameters for fog in corresponding geometry.

### SFNode [in, out] **color** NULL [X3DColorNode]

Single contained Color or ColorRGBA node that can specify *color* values applied to corresponding vertices according to colorIndex and colorPerVertex fields.

### SFNode [in, out] **texCoord** NULL [X3DTextureCoordinateNode]

Single contained TextureCoordinate, TextureCoordinateGenerator or MultiTextureCoordinate node that can specify coordinates for texture mapping onto corresponding geometry.

### SFNode [in, out] **tangent** NULL [Tangent] non standard

Input/Output field *tangent*. If there is no Tangent node, the MikkTSpace algorithm is used to generate tangent vectors.

### SFNode [in, out] **normal** NULL [X3DNormalNode]

Single contained Normal node that can specify perpendicular vectors for corresponding vertices to support rendering computations, applied according to the normalPerVertex field.

#### Hint

- Useful for special effects. Normal vector computation by 3D graphics hardware is quite fast so adding normals to a scene is typically unnecessary.

#### Warning

*normal*vectors increase file size, typically doubling geometry definitions. Normal vectors are rapidly computed at run time by GPUs and thus are rarely needed in model files if no special effects are expected.

### SFNode [in, out] **coord** NULL [X3DCoordinateNode]

Single contained Coordinate or CoordinateDouble node that can specify a list of vertex values.

## Advice

### Hints

- Quadrilateral
- Quadrilateral
- Color, normal and texCoord values are applied in the same order as coord values.
- Insert a Shape node before adding geometry or Appearance.
- For advanced extensibility, authors can substitute a type-matched ProtoInstance node (with correct containerField value) for contained node content.
- X3D for Advanced Modeling (X3D4AM) slideset

### Warnings

- Requires X3D
`profile='Full'`

or else include`<component name='CADGeometry' level='1'/>`

- Rendering characteristics are undefined if polygons are not planar.
- Avoid self-intersecting polygon line segments, otherwise defined geometry is irregular and rendering results are undefined.