Is multimesh custom data Color accurate?

Godot Version



Multimeshes have custom data. If possible, I’d like to stretch the limits as far as I possibly can using custom data.
Custom data accepts a Color variant. Each field in a color is 16 bits, making the variant itself able to contain 64 bits.
I have integer data for variables that I would like to pack in here. I can easily do this by reinterpreting the bits of an int as a float, sending them through the color, and then reextracting them in the shader.
The only question is I am not sure if the custom data is compressed or anything. I am relying on the exact bit sequences being passed through. Does anyone know if the data is losslessly passed through or if there’s any data loss?

In my short experience with this, yes.

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