GeometryStorage enum
How a MeshGeometry manages its GPU buffers over its lifetime.
Values
- fixed → const GeometryStorage
-
The vertex and index buffers are uploaded once at construction and never change. This is the right choice for imported or generated meshes that stay still.
- updatable → const GeometryStorage
-
The vertex and index buffers are retained so the mesh can be updated in place every frame without reallocating GPU memory. Use this for geometry that is regenerated continuously, such as a route line that follows a moving vehicle.
An updatable geometry keeps a CPU-side copy of each attribute and allocates its buffers with spare capacity, so topology-stable updates (MeshGeometry.updatePositions and friends) and bounded growth (MeshGeometry.rebuild) avoid reallocation.
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- index → int
-
A numeric identifier for the enumerated value.
no setterinherited
- name → String
-
Available on Enum, provided by the EnumName extension
The name of the enum value.no setter - runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Constants
-
values
→ const List<
GeometryStorage> - A constant List of the values in this enum, in order of their declaration.