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 } /** @} */ }