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authorRémi Verschelde <rverschelde@gmail.com>2024-08-06 12:30:37 +0200
committerRémi Verschelde <rverschelde@gmail.com>2024-08-06 12:30:37 +0200
commit8c512c61ab01a3c8b4221678ab2fbb24f60291f8 (patch)
treeb2ecc7bda3bdcdf000dbb321cb10557ab261018d /doc/classes
parent6519e2ecd2898cf46c7df31f1ee67b22ba4c3e28 (diff)
parent7dab1a8215be815e8a294ca50c0e99047ddacf7c (diff)
downloadredot-engine-8c512c61ab01a3c8b4221678ab2fbb24f60291f8.tar.gz
Merge pull request #94942 from jsjtxietian/multimwsh-custom
Mention Multimesh custom data will be compressed to half in Compatibility
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/MultiMesh.xml2
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>