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author | jsjtxietian <jsjtxietian@outlook.com> | 2024-07-30 15:03:06 +0800 |
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committer | jsjtxietian <jsjtxietian@outlook.com> | 2024-08-05 12:27:59 +0800 |
commit | 7dab1a8215be815e8a294ca50c0e99047ddacf7c (patch) | |
tree | 8838e3e93b6a85eac0e09f8ad0384f6af46d63b9 /doc/classes | |
parent | 3978628c6cc1227250fc6ed45c8d854d24c30c30 (diff) | |
download | redot-engine-7dab1a8215be815e8a294ca50c0e99047ddacf7c.tar.gz |
Mention Multimesh custom data will be compressed to half in Compatibility
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/MultiMesh.xml | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 406aacc75c..529912171c 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -57,6 +57,7 @@ <param index="1" name="color" type="Color" /> <description> Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors. This allows for different color tinting per instance. + [b]Note:[/b] Each component is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method. For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If you intend to set an absolute color instead of tinting, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]). </description> </method> @@ -66,6 +67,7 @@ <param index="1" name="custom_data" type="Color" /> <description> Sets custom data for a specific instance. [param custom_data] is a [Color] type only to contain 4 floating-point numbers. + [b]Note:[/b] Each number is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method. For the custom data to be used, ensure that [member use_custom_data] is [code]true[/code]. This custom instance data has to be manually accessed in your custom shader using [code]INSTANCE_CUSTOM[/code]. </description> |