Files
FlaxEngine/Source/Engine/Graphics/Models/Config.h
T
mafiesto4 bc36168318 Optimize Animated Model rendering with hardware instancing
All models are using the same global buffer for skinned bones which allows to share shader binding for instancing.
Refactor draw call for batching skinned mesh draws.
Remove `SkinnedMeshDrawData` and merge it into `AnimatedModel` internals.
2026-06-15 17:59:41 +02:00

38 lines
1.4 KiB
C

// Copyright (c) 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 MAX_int16
// [Deprecated in v1.10] Use MODEL_MAX_BONES_PER_MODEL
#define MAX_BONES_PER_MODEL MODEL_MAX_BONES_PER_MODEL