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.