filled in multimesh doc

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clayjohn 2019-02-08 22:14:18 -08:00
parent 4fd579b271
commit 975c3fd157

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Provides high performance mesh instancing. Provides high performance mesh instancing.
</brief_description> </brief_description>
<description> <description>
MultiMesh provides low level mesh instancing. If the amount of [Mesh] instances needed goes from hundreds to thousands (and most need to be visible at close proximity) creating such a large amount of [MeshInstance] nodes may affect performance by using too much CPU or video memory. MultiMesh provides low level mesh instancing. Drawing thousands of [MeshInstance] nodes can be slow because each object is submitted to the GPU to be drawn individually.
For this case a MultiMesh becomes very useful, as it can draw thousands of instances with little API overhead. MultiMesh is much faster because it can draw thousands of instances with a single draw call, resulting in less API overhead.
As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always rendered (they are spatially indexed as one, for the whole object). As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always rendered (they are spatially indexed as one, for the whole object).
Since instances may have any behavior, the AABB used for visibility must be provided by the user. Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description> </description>
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<argument index="0" name="instance" type="int"> <argument index="0" name="instance" type="int">
</argument> </argument>
<description> <description>
Return the custom data that has been set for a specific instance.
</description> </description>
</method> </method>
<method name="get_instance_transform" qualifiers="const"> <method name="get_instance_transform" qualifiers="const">
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<argument index="1" name="custom_data" type="Color"> <argument index="1" name="custom_data" type="Color">
</argument> </argument>
<description> <description>
Set custom data for a specific instance. Although [Color] is used, it is just a container for 4 numbers.
</description> </description>
</method> </method>
<method name="set_instance_transform"> <method name="set_instance_transform">
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</methods> </methods>
<members> <members>
<member name="color_format" type="int" setter="set_color_format" getter="get_color_format" enum="MultiMesh.ColorFormat"> <member name="color_format" type="int" setter="set_color_format" getter="get_color_format" enum="MultiMesh.ColorFormat">
Format of colors in color array that gets passed to shader.
</member> </member>
<member name="custom_data_format" type="int" setter="set_custom_data_format" getter="get_custom_data_format" enum="MultiMesh.CustomDataFormat"> <member name="custom_data_format" type="int" setter="set_custom_data_format" getter="get_custom_data_format" enum="MultiMesh.CustomDataFormat">
Format of custom data in custom data array that gets passed to shader.
</member> </member>
<member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count"> <member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count">
Number of instances that will get drawn.
</member> </member>
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh"> <member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
Mesh to be drawn.
</member> </member>
<member name="transform_format" type="int" setter="set_transform_format" getter="get_transform_format" enum="MultiMesh.TransformFormat"> <member name="transform_format" type="int" setter="set_transform_format" getter="get_transform_format" enum="MultiMesh.TransformFormat">
Format of transform used to transform mesh, either 2D or 3D.
</member> </member>
</members> </members>
<constants> <constants>
<constant name="TRANSFORM_2D" value="0" enum="TransformFormat"> <constant name="TRANSFORM_2D" value="0" enum="TransformFormat">
Use this when using 2D transforms.
</constant> </constant>
<constant name="TRANSFORM_3D" value="1" enum="TransformFormat"> <constant name="TRANSFORM_3D" value="1" enum="TransformFormat">
Use this when using 3D transforms.
</constant> </constant>
<constant name="COLOR_NONE" value="0" enum="ColorFormat"> <constant name="COLOR_NONE" value="0" enum="ColorFormat">
Use when you are not using per-instance [Color]s.
</constant> </constant>
<constant name="COLOR_8BIT" value="1" enum="ColorFormat"> <constant name="COLOR_8BIT" value="1" enum="ColorFormat">
Compress [Color] data into 8 bits when passing to shader. This uses less memory and can be faster, but the [Color] loses precision.
</constant> </constant>
<constant name="COLOR_FLOAT" value="2" enum="ColorFormat"> <constant name="COLOR_FLOAT" value="2" enum="ColorFormat">
The [Color] passed into [method set_instance_color] will use 4 floats. Use this for highest precision [Color].
</constant> </constant>
<constant name="CUSTOM_DATA_NONE" value="0" enum="CustomDataFormat"> <constant name="CUSTOM_DATA_NONE" value="0" enum="CustomDataFormat">
Use when you are not using per-instance custom data.
</constant> </constant>
<constant name="CUSTOM_DATA_8BIT" value="1" enum="CustomDataFormat"> <constant name="CUSTOM_DATA_8BIT" value="1" enum="CustomDataFormat">
Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision.
</constant> </constant>
<constant name="CUSTOM_DATA_FLOAT" value="2" enum="CustomDataFormat"> <constant name="CUSTOM_DATA_FLOAT" value="2" enum="CustomDataFormat">
The [Color] passed into [method set_instance_custom_data] will use 4 floats. Use this for highest precision.
</constant> </constant>
</constants> </constants>
</class> </class>