Enum Mesh.ArrayFormat
- Namespace
- Godot
- Assembly
- GodotSharp.dll
[Flags]
public enum Mesh.ArrayFormat : long
Fields
CompressFlagsBase = FormatVertex | FormatColor | FormatCustom1ShiftShift of first compress flag. Compress flags should be passed to AddSurfaceFromArrays(PrimitiveType, Array, Array<Array>, Dictionary, ArrayFormat) and Commit(ArrayMesh, ulong).
FlagCompressAttributes = 536870912Flag 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 = 33554432Flag used to mark that the array contains 2D vertices.
FlagUse8BoneWeights = 134217728Flag 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 = 67108864Flag indices that the mesh data will use
GL_DYNAMIC_DRAWon GLES. Unused on Vulkan.FlagUsesEmptyVertexArray = 268435456Flag used to mark that the mesh intentionally contains no vertex array.
FormatBlendShapeMask = FormatCustomBits | FormatTangentMask of mesh channels permitted in blend shapes.
FormatBones = 1024Mesh array contains bones.
FormatColor = 8Mesh array contains colors.
FormatCustom0 = 64Mesh array contains custom channel index 0.
FormatCustom0Shift = FormatVertex | FormatTangent | FormatColorAmount to shift Mesh.ArrayCustomFormat for custom channel index 0.
FormatCustom1 = 128Mesh array contains custom channel index 1.
FormatCustom1Shift = 16Amount to shift Mesh.ArrayCustomFormat for custom channel index 1.
FormatCustom2 = 256Mesh array contains custom channel index 2.
FormatCustom2Shift = FormatCustomBits | FormatCustom1ShiftAmount to shift Mesh.ArrayCustomFormat for custom channel index 2.
FormatCustom3 = 512Mesh array contains custom channel index 3.
FormatCustom3Shift = FormatNormal | FormatTangent | FormatCustom1ShiftAmount to shift Mesh.ArrayCustomFormat for custom channel index 3.
FormatCustomBase = FormatVertex | FormatTangent | FormatColorShift of first custom channel.
FormatCustomBits = FormatVertex | FormatNormalNumber of format bits per custom channel. See Mesh.ArrayCustomFormat.
FormatCustomMask = FormatCustomBits | FormatTangentMask of custom format bits per custom channel. Must be shifted by one of the SHIFT constants. See Mesh.ArrayCustomFormat.
FormatIndex = 4096Mesh array uses indices.
FormatNormal = 2Mesh array contains normals.
FormatTangent = 4Mesh array contains tangents.
FormatTexUV = 16Mesh array contains UVs.
FormatTexUV2 = 32Mesh array contains second UV.
FormatVertex = 1Mesh array contains vertices. All meshes require a vertex array so this should always be present.
FormatWeights = 2048Mesh array contains bone weights.