In case of doubt, the official source code should be accessed.
let newMesh = this.add.mesh(
300,
300,
[-250, -250, -250, 250, 250, 250, -250, -250, 250, 250, 250, -250],
[0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0],
[0xffffff, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0xffffff],
[1, 1, 1, 1, 1, 1],
"texture"
);
You can access and manipulate the vertices with newMesh.vertices[0], newMesh.vertices[1] etc.
You can access and manipulate the uvs with newMesh.uv[0], newMesh.uv[1] etc.
x : the x position of the mesh
y : the y position of the mesh
vertices : array of x and y positions relative to center of mesh object
uv : mapping of the uv coordinates
colors : array of colors for each uv texture coordinate
alphas : array of alphas for each uv texture coordinate
texture : sprite name
frame : the sprite frame
When you render a standard Sprite in WebGL it consists of 2 triangles drawn as a quad. The texture is mapped using the UV coordinates.
The exact positions in the coordinate system (x and y) are specified under vertices
The texture coordinates (U and V = UV) are defined in uv