using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace BansheeEngine
{
/** @addtogroup Rendering
* @{
*/
///
/// Planned usage for the mesh. These options usually affect performance and you should specify static if you don't plan
/// on modifying the mesh often, otherwise specify dynamic.
///
public enum MeshUsage
{
/// Specify for a mesh that is not often updated from the CPU.
Static = 1,
/// Specify for a mesh that is often updated from the CPU.
Dynamic = 2,
///
/// All mesh data will also be cached in CPU memory, making it available for fast read access from the CPU. Can be
/// combined with other usage flags.
///
CPUCached = 4096
}
/** @} */
}