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
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A [Resource] that contains vertex array-based geometry.
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</brief_description>
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<description>
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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.
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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].
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</description>
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<tutorials>
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<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/2742</link>
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<constant name="MAX_2D_DIRECTIONAL_LIGHTS" value="8">
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The maximum number of directional lights that can be rendered at a given time in 2D.
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</constant>
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<constant name="MAX_MESH_SURFACES" value="256">
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The maximum number of surfaces a mesh can have.
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</constant>
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<constant name="TEXTURE_LAYERED_2D_ARRAY" value="0" enum="TextureLayeredType">
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Array of 2-dimensional textures (see [Texture2DArray]).
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</constant>
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@ -2229,6 +2229,7 @@ void RenderingServer::_bind_methods() {
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BIND_CONSTANT(MAX_GLOW_LEVELS);
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BIND_CONSTANT(MAX_CURSORS);
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BIND_CONSTANT(MAX_2D_DIRECTIONAL_LIGHTS);
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BIND_CONSTANT(MAX_MESH_SURFACES);
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/* TEXTURE */
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