Table of Contents

Enum Mesh.ArrayFormat

Namespace
Godot
Assembly
GodotSharp.dll
[Flags]
public enum Mesh.ArrayFormat : long

Fields

CompressFlagsBase = FormatVertex | FormatColor | FormatCustom1Shift

Shift of first compress flag. Compress flags should be passed to AddSurfaceFromArrays(PrimitiveType, Array, Array<Array>, Dictionary, ArrayFormat) and Commit(ArrayMesh, ulong).

FlagCompressAttributes = 536870912

Flag used to mark that a mesh is using compressed attributes (vertices, normals, tangents, UVs). When this form of compression is enabled, vertex positions will be packed into an RGBA16UNORM attribute and scaled in the vertex shader. The normal and tangent will be packed into an RG16UNORM representing an axis, and a 16-bit float stored in the A-channel of the vertex. UVs will use 16-bit normalized floats instead of full 32-bit signed floats. When using this compression mode you must use either vertices, normals, and tangents or only vertices. You cannot use normals without tangents. Importers will automatically enable this compression if they can.

FlagUse2DVertices = 33554432

Flag used to mark that the array contains 2D vertices.

FlagUse8BoneWeights = 134217728

Flag used to mark that the mesh contains up to 8 bone influences per vertex. This flag indicates that Bones and Weights elements will have double length.

FlagUseDynamicUpdate = 67108864

Flag indices that the mesh data will use GL_DYNAMIC_DRAW on GLES. Unused on Vulkan.

FlagUsesEmptyVertexArray = 268435456

Flag used to mark that the mesh intentionally contains no vertex array.

FormatBlendShapeMask = FormatCustomBits | FormatTangent

Mask of mesh channels permitted in blend shapes.

FormatBones = 1024

Mesh array contains bones.

FormatColor = 8

Mesh array contains colors.

FormatCustom0 = 64

Mesh array contains custom channel index 0.

FormatCustom0Shift = FormatVertex | FormatTangent | FormatColor

Amount to shift Mesh.ArrayCustomFormat for custom channel index 0.

FormatCustom1 = 128

Mesh array contains custom channel index 1.

FormatCustom1Shift = 16

Amount to shift Mesh.ArrayCustomFormat for custom channel index 1.

FormatCustom2 = 256

Mesh array contains custom channel index 2.

FormatCustom2Shift = FormatCustomBits | FormatCustom1Shift

Amount to shift Mesh.ArrayCustomFormat for custom channel index 2.

FormatCustom3 = 512

Mesh array contains custom channel index 3.

FormatCustom3Shift = FormatNormal | FormatTangent | FormatCustom1Shift

Amount to shift Mesh.ArrayCustomFormat for custom channel index 3.

FormatCustomBase = FormatVertex | FormatTangent | FormatColor

Shift of first custom channel.

FormatCustomBits = FormatVertex | FormatNormal

Number of format bits per custom channel. See Mesh.ArrayCustomFormat.

FormatCustomMask = FormatCustomBits | FormatTangent

Mask of custom format bits per custom channel. Must be shifted by one of the SHIFT constants. See Mesh.ArrayCustomFormat.

FormatIndex = 4096

Mesh array uses indices.

FormatNormal = 2

Mesh array contains normals.

FormatTangent = 4

Mesh array contains tangents.

FormatTexUV = 16

Mesh array contains UVs.

FormatTexUV2 = 32

Mesh array contains second UV.

FormatVertex = 1

Mesh array contains vertices. All meshes require a vertex array so this should always be present.

FormatWeights = 2048

Mesh array contains bone weights.