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MeshArrayFormat Enumeration

[Missing <summary> documentation for "T:Godot.Mesh.ArrayFormat"]

Namespace:  Godot
Assembly:  GodotSharp (in GodotSharp.dll) Version: 1.0.0
Syntax
C#
public enum ArrayFormat
Members
  Member nameValueDescription
FormatVertex1

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

FormatNormal2

Mesh array contains normals.

FormatTangent4

Mesh array contains tangents.

FormatColor8

Mesh array contains colors.

FormatTexUv16

Mesh array contains UVs.

FormatTexUv232

Mesh array contains second UV.

FormatBones64

Mesh array contains bones.

FormatWeights128

Mesh array contains bone weights.

FormatIndex256

Mesh array uses indices.

CompressBase9

Used internally to calculate other ARRAY_COMPRESS_* enum values. Do not use.

CompressVertex512

Flag used to mark a compressed (half float) vertex array.

CompressNormal1024

Flag used to mark a compressed (half float) normal array.

CompressTangent2048

Flag used to mark a compressed (half float) tangent array.

CompressColor4096

Flag used to mark a compressed (half float) color array.

CompressTexUv8192

Flag used to mark a compressed (half float) UV coordinates array.

CompressTexUv216384

Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.

CompressBones32768

Flag used to mark a compressed bone array.

CompressWeights65536

Flag used to mark a compressed (half float) weight array.

CompressIndex131072

Flag used to mark a compressed index array.

FlagUse2dVertices262144

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

FlagUse16BitBones524288

Flag used to mark that the array uses 16-bit bones instead of 8-bit.

CompressDefault97280

Used to set flags , , , , , and quickly.

See Also