Returns the number of surfaces in a surface-based mesh.
Takes mesh (surface-based mesh entity).
Returns surface count (integer, 0 or more) or 0 on error.
3D Graphics
Parameters & Returns
Parameters
meshInt
Returns
Int
Quick Summary
Returns the number of surfaces in a surface-based mesh.
Takes mesh (surface-based mesh entity).
Returns surface count (integer, 0 or more) or 0 on error.
Technical Exegesis...
Returns the number of surfaces in a surface-based mesh. Takes mesh (surface-based mesh entity). Returns surface count (integer, 0 or more) or 0 on error. Validates mesh exists, type is ENTITY_MESH, and is surface-based. Returns mesh->surfaces.size() as integer. Returns 0 if: invalid handle, not a mesh, not surface-based (loaded meshes return 0).
This function queries surface array size for iteration or validation.
Returns the number of surfaces in a surface-based mesh. Takes mesh (surface-based mesh entity). Returns surface count (integer, 0 or more) or 0 on error. Validates mesh exists, type is ENTITY_MESH, and is surface-based. Returns mesh->surfaces.size() as integer. Returns 0 if: invalid handle, not a mesh, not surface-based (loaded meshes return 0).
This function queries surface array size for iteration or validation. Surface count starts at 0 for newly created mesh (b3dCreateMesh), increments with each b3dCreateSurface call. Return value 0 ambiguous (could be valid empty mesh or error) - check mesh validity separately if needed. Use for: (1) Surface iteration loops (For i=1 To b3dCountSurfaces(mesh)), (2) Validation before access (If surfaceIndex < b3dCountSurfaces(mesh) Then...), (3) Debug info (Print "Mesh has " + b3dCountSurfaces(mesh) + " surfaces"). Blitz3D compatibility: iterate using 1-based indexing with b3dGetSurface (surface indices are 1, 2, 3... not 0, 1, 2...). Common pattern: count=b3dCountSurfaces(mesh), For i=1 To count, surface=b3dGetSurface(mesh, i), process surface. Surface-based only: loaded meshes (b3dLoadMesh) don't use surface system for rendering (use submeshes instead), return 0. Empty mesh valid: mesh with 0 surfaces legal but not renderable. Maximum surfaces: no hard limit, constrained by memory and rendering performance. Each surface = separate material/draw call potential. Alternative: track surface count in own variables if created sequentially. Fast operation - simple array size query.