From 8d409423f7c82bc405a3e3477535e92100c8736b Mon Sep 17 00:00:00 2001 From: unknown Date: Fri, 30 Oct 2020 16:43:48 +0530 Subject: [PATCH] Added a note to ImmediateGeometry regarding it's buffer limit --- doc/classes/ImmediateGeometry.xml | 1 + 1 file changed, 1 insertion(+) diff --git a/doc/classes/ImmediateGeometry.xml b/doc/classes/ImmediateGeometry.xml index 3e1f062ae74..1a11bfd33bf 100644 --- a/doc/classes/ImmediateGeometry.xml +++ b/doc/classes/ImmediateGeometry.xml @@ -8,6 +8,7 @@ See also [ArrayMesh], [MeshDataTool] and [SurfaceTool] for procedural geometry generation. [b]Note:[/b] ImmediateGeometry3D is best suited to small amounts of mesh data that change every frame. It will be slow when handling large amounts of mesh data. If mesh data doesn't change often, use [ArrayMesh], [MeshDataTool] or [SurfaceTool] instead. [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. + [b]Note:[/b] In case of missing points when handling large amounts of mesh data, try increasing its buffer size limit under [member ProjectSettings.rendering/limits/buffers/immediate_buffer_size_kb].