Add and use Max Mesh Position Error to Build Settings for automatic mesh vertex positions storage
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@@ -148,9 +148,11 @@ public:
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API_ENUM(Attributes="HideInEditor") enum class PositionFormat
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{
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// XYZ channels with 32-bit precision (12 bytes per vertex).
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Float32,
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// XYZ(W) channels with 12-bit precision (8 bytes per vertex).
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Float16,
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Float32 = 0,
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// XYZ(W) channels with 16-bit precision (8 bytes per vertex).
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Float16 = 1,
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// Selects the most memory-efficient format that can represent positions within a max error defined in project Build Settings.
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Automatic = 2,
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};
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/// <summary>
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@@ -159,9 +161,9 @@ public:
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API_ENUM(Attributes="HideInEditor") enum class TexCoordFormats
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{
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// XY channels with 16-bit precision (4 bytes per vertex).
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Float16,
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Float16 = 0,
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// XY channels with 8-bit precision (2 bytes per vertex). Valid only for normalized UVs within range [0; 1], scaled or negative UVs won't work.
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UNorm8,
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UNorm8 = 1,
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};
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/// <summary>
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@@ -226,7 +228,7 @@ public:
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public:
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// The imported vertex positions data format to use by meshes. Changing this affects memory usage of the mesh data, performance and overall quality.
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API_FIELD(Attributes = "EditorOrder(200), EditorDisplay(\"Data Format\"), VisibleIf(nameof(ShowGeometry))")
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PositionFormat PositionFormat = PositionFormat::Float32;
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PositionFormat PositionFormat = PositionFormat::Automatic;
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// The imported vertex texture coordinates data format to use by meshes. Changing this affects memory usage of the mesh data, performance and overall quality.
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API_FIELD(Attributes = "EditorOrder(205), EditorDisplay(\"Data Format\"), VisibleIf(nameof(ShowGeometry))")
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TexCoordFormats TexCoordFormat = TexCoordFormats::Float16;
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