enum MeshFlag

Flags that control Mesh behaviour.

Values

NameValueDescription
Static 1 Mesh is not going to change ever, or is going to change rarely.
Dynamic 2 Mesh is going to change often (e.g. every frame).
UnorderedAccess 4 Mesh vertex and input buffers can be bound for unordered access (i.e. structured storage buffers) in the shaders.
KeepCPUCopy 8 Normally when a mesh is uploaded to the GPU, the CPU memory is no longer needed so it will be released.