# DrawMeshHatched *in [Lib.mesh.draw](README.md)* Draws incoming geometry and meshnodes in an abstract shading style. An interactive tutorial for the complete TiXL render pipeline can be found at [HowToDrawThings]. The most commonly used render methods are [Drawmesh], [DrawMeshUnlit], [DrawMeshHatched], and [DrawMeshAtPoints]. They can then be combined with [SetMaterial], [SetFog], [SetPointLight], and many others to create the look of scenes. ## Input Parameters | Name (Relevancy & Type) | Description | |---|---| | **ColorHighlight** (Vector4) | Defines the color in which the bright areas / lines are displayed. | | **ColorShade** (Vector4) | Defines the color in which the dark / shaded areas are displayed | | **LineWidth** (Single) | Thickness of the Lines / Highlighted areas | | **FollowSurface** (Single) | Defines how strongly the lines follow the surface of the mesh.

Low values: The lines mainly follow the angle of the view.
High values: Lines also increasingly flow along the surfaces of the mesh | | **OffsetDirection** (Single) | Rotates the alignment of the lines. | | **RandomFaceDirection** (Single) | Randomly rotates all lines on all faces. | | **RandomFaceLighting** (Single) | Brightens random faces to varying degrees. | | **Shading** (Gradient) | Defines the gradient between highlight and shade colors | | **Culling** (CullMode) | Defines the transparency of the surfaces.
None: All surfaces are "bothsided" or always visible from all sides
Front: The normals are flipped (frontside is transparent / backside visible)
Back: Default (Frontside is visible / backside is invisible) | | **EnableZTest** (Boolean) | This defines whether the mesh covers itself or is covered by or covers other meshes. | | **EnableZWrite** (Boolean) | This defines whether the mesh covers itself or is covered by or covers other meshes. | | **ColorMap** (Texture2D) | Texture Input from [LoadImage]. | | **Mesh** (MeshBuffers Required) | Input for Incoming Mesh Geometry | ## Outputs | Name | Type | |---|---| | **Output** | T3.Core.DataTypes.Command |