Values
FormatVertex
Mesh array contains vertices. All meshes require a vertex array so this should always be present.
FormatNormal
Mesh array contains normals.
FormatTangent
Mesh array contains tangents.
FormatColor
Mesh array contains colors.
CompressBase
Used internally to calculate other ARRAY_COMPRESS_*
enum values. Do not use.
FormatTexUv
Mesh array contains UVs.
FormatTexUv2
Mesh array contains second UV.
FormatBones
Mesh array contains bones.
FormatWeights
Mesh array contains bone weights.
FormatIndex
Mesh array uses indices.
CompressVertex
Flag used to mark a compressed (half float) vertex array.
CompressNormal
Flag used to mark a compressed (half float) normal array.
CompressTangent
Flag used to mark a compressed (half float) tangent array.
CompressColor
Flag used to mark a compressed (half float) color array.
CompressTexUv
Flag used to mark a compressed (half float) UV coordinates array.
CompressTexUv2
Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.
CompressBones
Flag used to mark a compressed bone array.
CompressWeights
Flag used to mark a compressed (half float) weight array.
CompressIndex
Flag used to mark a compressed index array.
FlagUse2dVertices
Flag used to mark that the array contains 2D vertices.
FlagUse16BitBones
Flag used to mark that the array uses 16-bit bones instead of 8-bit.
FlagUseOctahedralCompression
Flag used to mark that the array uses an octahedral representation of normal and tangent vectors rather than cartesian.
CompressDefault
Used to set flags godot.Mesh_ArrayFormat.compressVertex
, godot.Mesh_ArrayFormat.compressNormal
, godot.Mesh_ArrayFormat.compressTangent
, godot.Mesh_ArrayFormat.compressColor
, godot.Mesh_ArrayFormat.compressTexUv
, godot.Mesh_ArrayFormat.compressTexUv2
, godot.Mesh_ArrayFormat.compressWeights
, and godot.Mesh_ArrayFormat.flagUseOctahedralCompression
quickly.