| Parameter | Description |
|---|---|
| a | The vertex written to result when t is 0. |
| b | The vertex written to result when t is 1. |
| t | The interpolation factor. 0 selects a, 1 selects b. |
| result | Receives the interpolated vertex. |
Interpolates between two vertices, writing into result a new vertex a fraction
t of the way from a to b.
Use this when a mesh modifier adds vertices between existing ones — for example when subdividing,
tessellating, or clipping geometry. The continuous vertex data (position, tint, texture coordinate, and
the internal anti-aliasing data) is blended; the discrete per-vertex data that identifies the draw
(clipping, element, texture, and gradient identifiers, and flags) is taken from a.
Because that discrete data is copied rather than blended, a and b
must belong to the same fill (the same draw within one VisualElement) — which is always
the case when resampling the triangles of a single mesh. t is not clamped: values
outside the 0..1 range extrapolate beyond the endpoints.
| Parameter | Description |
|---|---|
| a | The vertex returned when t is 0. |
| b | The vertex returned when t is 1. |
| t | The interpolation factor. 0 returns a, 1 returns b. |
Vertex The interpolated vertex.
Interpolates between two vertices, returning a new vertex a fraction t of the way
from a to b. Convenience overload that returns the result instead
of writing to an out parameter — handy when the value is temporary.