diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index 966e8709401..6b5a50d97b9 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -4,7 +4,7 @@
A [Resource] that contains vertex array-based geometry.
- 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].
https://godotengine.org/asset-library/asset/2742
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 3ddc0d8f7b1..3c9f0fc7aff 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -4239,6 +4239,9 @@
The maximum number of directional lights that can be rendered at a given time in 2D.
+
+ The maximum number of surfaces a mesh can have.
+
Array of 2-dimensional textures (see [Texture2DArray]).
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 5cfd8d3cd2b..7637d4e7da2 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -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 */