filled in multimesh doc
This commit is contained in:
parent
4fd579b271
commit
975c3fd157
1 changed files with 17 additions and 2 deletions
|
@ -4,8 +4,8 @@
|
|||
Provides high performance mesh instancing.
|
||||
</brief_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.
|
||||
For this case a MultiMesh becomes very useful, as it can draw thousands of instances with little API overhead.
|
||||
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.
|
||||
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).
|
||||
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
|
||||
</description>
|
||||
|
@ -36,6 +36,7 @@
|
|||
<argument index="0" name="instance" type="int">
|
||||
</argument>
|
||||
<description>
|
||||
Return the custom data that has been set for a specific instance.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_instance_transform" qualifiers="const">
|
||||
|
@ -66,6 +67,7 @@
|
|||
<argument index="1" name="custom_data" type="Color">
|
||||
</argument>
|
||||
<description>
|
||||
Set custom data for a specific instance. Although [Color] is used, it is just a container for 4 numbers.
|
||||
</description>
|
||||
</method>
|
||||
<method name="set_instance_transform">
|
||||
|
@ -82,32 +84,45 @@
|
|||
</methods>
|
||||
<members>
|
||||
<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 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 name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count">
|
||||
Number of instances that will get drawn.
|
||||
</member>
|
||||
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
|
||||
Mesh to be drawn.
|
||||
</member>
|
||||
<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>
|
||||
</members>
|
||||
<constants>
|
||||
<constant name="TRANSFORM_2D" value="0" enum="TransformFormat">
|
||||
Use this when using 2D transforms.
|
||||
</constant>
|
||||
<constant name="TRANSFORM_3D" value="1" enum="TransformFormat">
|
||||
Use this when using 3D transforms.
|
||||
</constant>
|
||||
<constant name="COLOR_NONE" value="0" enum="ColorFormat">
|
||||
Use when you are not using per-instance [Color]s.
|
||||
</constant>
|
||||
<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 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 name="CUSTOM_DATA_NONE" value="0" enum="CustomDataFormat">
|
||||
Use when you are not using per-instance custom data.
|
||||
</constant>
|
||||
<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 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>
|
||||
</constants>
|
||||
</class>
|
||||
|
|
Loading…
Reference in a new issue