Table of Contents

Enum RenderingDevice.RenderPrimitive

Namespace
Godot
Assembly
GodotSharp.dll
public enum RenderingDevice.RenderPrimitive : long

Fields

Lines = 1

Line list rendering primitive. Lines are drawn separated from each other.

LinesWithAdjacency = 2

Line list rendering primitive with adjacency.

Note: Adjacency is only useful with geometry shaders, which Godot does not expose.

Linestrips = 3

Line strip rendering primitive. Lines drawn are connected to the previous vertex.

LinestripsWithAdjacency = 4

Line strip rendering primitive with adjacency.

Note: Adjacency is only useful with geometry shaders, which Godot does not expose.

Max = 11

Represents the size of the RenderingDevice.RenderPrimitive enum.

Points = 0

Point rendering primitive (with constant size, regardless of distance from camera).

TesselationPatch = 10

Tessellation patch rendering primitive. Only useful with tessellation shaders, which can be used to deform these patches.

TriangleStrips = 7

Triangle strip rendering primitive. Triangles drawn are connected to the previous triangle.

TriangleStripsWithAjacency = 8

Triangle strip rendering primitive with adjacency.

Note: Adjacency is only useful with geometry shaders, which Godot does not expose.

TriangleStripsWithRestartIndex = 9

Triangle strip rendering primitive with primitive restart enabled. Triangles drawn are connected to the previous triangle, but a primitive restart index can be specified before drawing to create a second triangle strip after the specified index.

Note: Only compatible with indexed draws.

Triangles = 5

Triangle list rendering primitive. Triangles are drawn separated from each other.

TrianglesWithAdjacency = 6

Triangle list rendering primitive with adjacency.

Note: Adjacency is only useful with geometry shaders, which Godot does not expose.