Improve Mesh class description

- Bind MAX_MESH_SURFACES constant in RenderingServer::_bind_methods()
- Add MAX_MESH_SURFACES constant to RenderingServer class documentation
- Reference the constant RenderingServer.MAX_MESH_SURFACES in the description of Mesh class documentation
This commit is contained in:
Mateus Elias 2024-05-26 21:52:36 -03:00
parent be56cab58c
commit ce10a660d1
3 changed files with 5 additions and 1 deletions

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@ -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>

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@ -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>

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@ -2229,6 +2229,7 @@ void RenderingServer::_bind_methods() {
BIND_CONSTANT(MAX_GLOW_LEVELS);
BIND_CONSTANT(MAX_CURSORS);
BIND_CONSTANT(MAX_2D_DIRECTIONAL_LIGHTS);
BIND_CONSTANT(MAX_MESH_SURFACES);
/* TEXTURE */