Constant piston_window::BACK_END_MAX_VERTEX_COUNT[][src]

pub const BACK_END_MAX_VERTEX_COUNT: usize = 1023; // 0x0_000_000_000_000_3ffusize

Any triangulation method called on the back-end never exceeds this number of vertices. This can be used to initialize buffers that fit the chunk size.

Must be a multiple of 3 because you need 3 vertices per triangle in a triangle list.