Merge pull request #25728 from clayjohn/doc_multimesh
[DOC] Filled in MultiMesh doc
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@ -4,8 +4,8 @@
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Provides high performance mesh instancing.
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</brief_description>
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<description>
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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.
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For this case a MultiMesh becomes very useful, as it can draw thousands of instances with little API overhead.
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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.
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MultiMesh is much faster because it can draw thousands of instances with a single draw call, resulting in less API overhead.
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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).
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Since instances may have any behavior, the AABB used for visibility must be provided by the user.
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</description>
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<argument index="0" name="instance" type="int">
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</argument>
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<description>
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Return the custom data that has been set for a specific instance.
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</description>
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</method>
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<method name="get_instance_transform" qualifiers="const">
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@ -66,6 +67,7 @@
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<argument index="1" name="custom_data" type="Color">
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</argument>
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<description>
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Set custom data for a specific instance. Although [Color] is used, it is just a container for 4 numbers.
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</description>
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</method>
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<method name="set_instance_transform">
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</methods>
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<members>
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<member name="color_format" type="int" setter="set_color_format" getter="get_color_format" enum="MultiMesh.ColorFormat">
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Format of colors in color array that gets passed to shader.
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</member>
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<member name="custom_data_format" type="int" setter="set_custom_data_format" getter="get_custom_data_format" enum="MultiMesh.CustomDataFormat">
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Format of custom data in custom data array that gets passed to shader.
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</member>
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<member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count">
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Number of instances that will get drawn.
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</member>
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<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
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Mesh to be drawn.
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</member>
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<member name="transform_format" type="int" setter="set_transform_format" getter="get_transform_format" enum="MultiMesh.TransformFormat">
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Format of transform used to transform mesh, either 2D or 3D.
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</member>
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</members>
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<constants>
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<constant name="TRANSFORM_2D" value="0" enum="TransformFormat">
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Use this when using 2D transforms.
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</constant>
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<constant name="TRANSFORM_3D" value="1" enum="TransformFormat">
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Use this when using 3D transforms.
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</constant>
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<constant name="COLOR_NONE" value="0" enum="ColorFormat">
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Use when you are not using per-instance [Color]s.
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</constant>
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<constant name="COLOR_8BIT" value="1" enum="ColorFormat">
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Compress [Color] data into 8 bits when passing to shader. This uses less memory and can be faster, but the [Color] loses precision.
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</constant>
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<constant name="COLOR_FLOAT" value="2" enum="ColorFormat">
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The [Color] passed into [method set_instance_color] will use 4 floats. Use this for highest precision [Color].
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</constant>
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<constant name="CUSTOM_DATA_NONE" value="0" enum="CustomDataFormat">
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Use when you are not using per-instance custom data.
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</constant>
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<constant name="CUSTOM_DATA_8BIT" value="1" enum="CustomDataFormat">
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Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision.
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</constant>
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<constant name="CUSTOM_DATA_FLOAT" value="2" enum="CustomDataFormat">
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The [Color] passed into [method set_instance_custom_data] will use 4 floats. Use this for highest precision.
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</constant>
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</constants>
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</class>
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