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authorRémi Verschelde <rverschelde@gmail.com>2024-05-28 15:49:47 +0200
committerRémi Verschelde <rverschelde@gmail.com>2024-05-28 15:49:47 +0200
commit3ebc2ed0564fc9b78215c11be60c18436fffd99c (patch)
tree203486760845d2509bb1e884b0ccc2ec78a783b5 /doc
parent93596abcf5cb061579599371a13497d725e45c30 (diff)
parentce10a660d19fc494e35f68ab84e899498c02eabe (diff)
downloadredot-engine-3ebc2ed0564fc9b78215c11be60c18436fffd99c.tar.gz
Merge pull request #92380 from mateuseap/feat/mesh
Improve `Mesh` class description
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Mesh.xml2
-rw-r--r--doc/classes/RenderingServer.xml3
2 files changed, 4 insertions, 1 deletions
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index 966e870940..6b5a50d97b 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -4,7 +4,7 @@
A [Resource] that contains vertex array-based geometry.
</brief_description>
<description>
- Mesh is a type of [Resource] that contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.
+ Mesh is a type of [Resource] that contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials. The maximum number of surfaces per mesh is [constant RenderingServer.MAX_MESH_SURFACES].
</description>
<tutorials>
<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/2742</link>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 3ddc0d8f7b..3c9f0fc7af 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -4239,6 +4239,9 @@
<constant name="MAX_2D_DIRECTIONAL_LIGHTS" value="8">
The maximum number of directional lights that can be rendered at a given time in 2D.
</constant>
+ <constant name="MAX_MESH_SURFACES" value="256">
+ The maximum number of surfaces a mesh can have.
+ </constant>
<constant name="TEXTURE_LAYERED_2D_ARRAY" value="0" enum="TextureLayeredType">
Array of 2-dimensional textures (see [Texture2DArray]).
</constant>