MultiMesh¶
Inherits: Resource < RefCounted < Object
Provides high-performance drawing of a mesh multiple times using GPU instancing.
Description¶
MultiMesh provides low-level mesh instancing. Drawing thousands of MeshInstance3D nodes can be slow, since each object is submitted to the GPU then drawn individually.
MultiMesh is much faster as 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 from each other, performance may be reduced as every single instance will always render (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.
Note: A MultiMesh is a single object, therefore the same maximum lights per object restriction applies. This means, that once the maximum lights are consumed by one or more instances, the rest of the MultiMesh instances will not receive any lighting.
Note: Blend Shapes will be ignored if used in a MultiMesh.
Tutorials¶
Properties¶
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Methods¶
get_aabb ( ) const |
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get_instance_color ( int instance ) const |
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get_instance_custom_data ( int instance ) const |
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get_instance_transform ( int instance ) const |
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get_instance_transform_2d ( int instance ) const |
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void |
set_instance_color ( int instance, Color color ) |
void |
set_instance_custom_data ( int instance, Color custom_data ) |
void |
set_instance_transform ( int instance, Transform3D transform ) |
void |
set_instance_transform_2d ( int instance, Transform2D transform ) |
Enumerations¶
enum TransformFormat:
TransformFormat TRANSFORM_2D = 0
Use this when using 2D transforms.
TransformFormat TRANSFORM_3D = 1
Use this when using 3D transforms.
Property Descriptions¶
PackedFloat32Array buffer = PackedFloat32Array()
void set_buffer ( PackedFloat32Array value )
PackedFloat32Array get_buffer ( )
There is currently no description for this property. Please help us by contributing one!
PackedColorArray color_array
See set_instance_color.
PackedColorArray custom_data_array
int instance_count = 0
Number of instances that will get drawn. This clears and (re)sizes the buffers. Setting data format or flags afterwards will have no effect.
By default, all instances are drawn but you can limit this with visible_instance_count.
Mesh mesh