38 lines
1.4 KiB
C
38 lines
1.4 KiB
C
// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#include "../Config.h"
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// The maximum allowed amount of material slots per model resource
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#define MODEL_MAX_MATERIAL_SLOTS 4096
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// [Deprecated in v1.10] Use MODEL_MAX_MATERIAL_SLOTS
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#define MAX_MATERIAL_SLOTS MODEL_MAX_MATERIAL_SLOTS
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// Maximum amount of levels of detail for the model
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#define MODEL_MAX_LODS 6
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// Maximum amount of meshes per model LOD
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#define MODEL_MAX_MESHES 4096
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// Maximum amount of texture channels (UVs) per vertex
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#define MODEL_MAX_UV 4
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// Maximum amount of vertex buffers (VBs) per mesh
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#define MODEL_MAX_VB 3
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// Enable/disable precise mesh collision testing (with in-build vertex buffer caching, this will increase memory usage)
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#define MODEL_USE_PRECISE_MESH_INTERSECTS (USE_EDITOR)
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// [Deprecated in v1.10] Use MODEL_USE_PRECISE_MESH_INTERSECTS
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#define USE_PRECISE_MESH_INTERSECTS MODEL_USE_PRECISE_MESH_INTERSECTS
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// Defines the maximum amount of bones affecting every vertex of the skinned mesh
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#define MODEL_MAX_BONES_PER_VERTEX 4
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// [Deprecated in v1.10] Use MODEL_MAX_BONES_PER_VERTEX
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#define MAX_BONES_PER_VERTEX MODEL_MAX_BONES_PER_VERTEX
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// Defines the maximum allowed amount of skeleton bones to be used with skinned model
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#define MODEL_MAX_BONES_PER_MODEL 0xffff
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// [Deprecated in v1.10] Use MODEL_MAX_BONES_PER_MODEL
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#define MAX_BONES_PER_MODEL MODEL_MAX_BONES_PER_MODEL
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