GeometryStorage enum

How a MeshGeometry manages its GPU buffers over its lifetime.

Inheritance
Available extensions

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.