Enum RenderingServer.ArrayFormat
- Namespace
- Godot
- Assembly
- GodotSharp.dll
[Flags]
public enum RenderingServer.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.
FlagFormatCurrentVersion = 34359738368Flag used to record the current version that the engine expects. Currently this is the same as FlagFormatVersion2.
FlagFormatVersion1 = 0Flag used to record the format used by prior mesh versions before the introduction of a version.
FlagFormatVersion2 = 34359738368Flag used to record the second iteration of the mesh version flag. The primary difference between this and FlagFormatVersion1 is that this version supports FlagCompressAttributes and in this version vertex positions are de-interleaved from normals and tangents.
FlagFormatVersionBase = FormatCustomBits | FormatTexUV2Flag used to mark the start of the bits used to store the mesh version.
FlagFormatVersionMask = FormatTangent | FormatColor | FormatCustom1Shift | FlagFormatVersionBase | FormatCustom0 | FormatCustom1Flag used to isolate the bits used for mesh version after using FlagFormatVersionShift to shift them into place.
FlagFormatVersionShift = FormatCustomBits | FormatTexUV2Flag used to shift a mesh format int to bring the version into the lowest digits.
FlagUse2DVertices = 33554432Flag used to mark that the array contains 2D vertices.
FlagUse8BoneWeights = 134217728Flag used to mark that the array uses 8 bone weights instead of 4.
FlagUseDynamicUpdate = 67108864Flag indices that the mesh data will use
GL_DYNAMIC_DRAWon GLES. Unused on Vulkan.FlagUsesEmptyVertexArray = 268435456Flag used to mark that the mesh does not have a vertex array and instead will infer vertex positions in the shader using indices and other information.
FormatBlendShapeMask = FormatCustomBits | FormatTangentMask of mesh channels permitted in blend shapes.
FormatBones = 1024Flag used to mark a bone information array.
FormatColor = 8Flag used to mark a vertex color array.
FormatCustom0 = 64Flag used to mark an array of custom per-vertex data for the first set of custom data.
FormatCustom0Shift = FormatVertex | FormatTangent | FormatColorAmount to shift RenderingServer.ArrayCustomFormat for custom channel index 0.
FormatCustom1 = 128Flag used to mark an array of custom per-vertex data for the second set of custom data.
FormatCustom1Shift = 16Amount to shift RenderingServer.ArrayCustomFormat for custom channel index 1.
FormatCustom2 = 256Flag used to mark an array of custom per-vertex data for the third set of custom data.
FormatCustom2Shift = FormatCustomBits | FormatCustom1ShiftAmount to shift RenderingServer.ArrayCustomFormat for custom channel index 2.
FormatCustom3 = 512Flag used to mark an array of custom per-vertex data for the fourth set of custom data.
FormatCustom3Shift = FormatNormal | FormatTangent | FormatCustom1ShiftAmount to shift RenderingServer.ArrayCustomFormat for custom channel index 3.
FormatCustomBase = FormatVertex | FormatTangent | FormatColorShift of first custom channel.
FormatCustomBits = FormatVertex | FormatNormalNumber of format bits per custom channel. See RenderingServer.ArrayCustomFormat.
FormatCustomMask = FormatCustomBits | FormatTangentMask of custom format bits per custom channel. Must be shifted by one of the SHIFT constants. See RenderingServer.ArrayCustomFormat.
FormatIndex = 4096Flag used to mark an index array.
FormatNormal = 2Flag used to mark a normal array.
FormatTangent = 4Flag used to mark a tangent array.
FormatTexUV = 16Flag used to mark a UV coordinates array.
FormatTexUV2 = 32Flag used to mark a UV coordinates array for the second UV coordinates.
FormatVertex = 1Flag used to mark a vertex position array.
FormatWeights = 2048Flag used to mark a weights array.