// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. #pragma once #include "../Config.h" // The maximum allowed amount of material slots per model resource #define MODEL_MAX_MATERIAL_SLOTS 4096 // [Deprecated in v1.10] Use MODEL_MAX_MATERIAL_SLOTS #define MAX_MATERIAL_SLOTS MODEL_MAX_MATERIAL_SLOTS // Maximum amount of levels of detail for the model #define MODEL_MAX_LODS 6 // Maximum amount of meshes per model LOD #define MODEL_MAX_MESHES 4096 // Maximum amount of texture channels (UVs) per vertex #define MODEL_MAX_UV 4 // Maximum amount of vertex buffers (VBs) per mesh #define MODEL_MAX_VB 3 // Enable/disable precise mesh collision testing (with in-build vertex buffer caching, this will increase memory usage) #define MODEL_USE_PRECISE_MESH_INTERSECTS (USE_EDITOR) // [Deprecated in v1.10] Use MODEL_USE_PRECISE_MESH_INTERSECTS #define USE_PRECISE_MESH_INTERSECTS MODEL_USE_PRECISE_MESH_INTERSECTS // Defines the maximum amount of bones affecting every vertex of the skinned mesh #define MODEL_MAX_BONES_PER_VERTEX 4 // [Deprecated in v1.10] Use MODEL_MAX_BONES_PER_VERTEX #define MAX_BONES_PER_VERTEX MODEL_MAX_BONES_PER_VERTEX // Defines the maximum allowed amount of skeleton bones to be used with skinned model #define MODEL_MAX_BONES_PER_MODEL 256 // [Deprecated in v1.10] Use MODEL_MAX_BONES_PER_MODEL #define MAX_BONES_PER_MODEL MODEL_MAX_BONES_PER_MODEL