Game Development Reference
In-Depth Information
*MESH_FACE_LIST {
*MESH_FACE 0:
A:
0 B:
2 C:
3 AB:
1 BC:
1 CA:
0
*MESH_SMOOTHING 2
*MESH_MTLID 1
*MESH_FACE 1:
A:
3 B:
1 C:
0 AB:
1 BC:
1 CA:
0
*MESH_SMOOTHING 2
*MESH_MTLID 1
*MESH_FACE 2:
A:
4 B:
5 C:
7 AB:
1 BC:
1 CA:
0
*MESH_SMOOTHING 3
*MESH_MTLID 0
*MESH_FACE 3:
A:
7 B:
6 C:
4 AB:
1 BC:
1 CA:
0
*MESH_SMOOTHING 3
*MESH_MTLID 0
*MESH_FACE 4:
A:
0 B:
1 C:
5 AB:
1 BC:
1 CA:
0
*MESH_SMOOTHING 4
*MESH_MTLID 4
*MESH_FACE 5:
A:
5 B:
4 C:
0 AB:
1 BC:
1 CA:
0
*MESH_SMOOTHING 4
*MESH_MTLID 4
*MESH_FACE 6:
A:
1 B:
3 C:
7 AB:
1 BC:
1 CA:
0
*MESH_SMOOTHING 5
*MESH_MTLID 3
*MESH_FACE 7:
A:
7 B:
5 C:
1 AB:
1 BC:
1 CA:
0
*MESH_SMOOTHING 5
*MESH_MTLID 3
*MESH_FACE 8:
A:
3 B:
2 C:
6 AB:
1 BC:
1 CA:
0
*MESH_SMOOTHING 6
*MESH_MTLID 5
*MESH_FACE 9:
A:
6 B:
7 C:
3 AB:
1 BC:
1 CA:
0
*MESH_SMOOTHING 6
*MESH_MTLID 5
*MESH_FACE 10:
A:
2 B:
0 C:
4 AB:
1 BC:
1 CA:
0
*MESH_SMOOTHING 7
*MESH_MTLID 2
*MESH_FACE 11:
A:
4 B:
6 C:
2 AB:
1 BC:
1 CA:
0
*MESH_SMOOTHING 7
*MESH_MTLID 2
}
Reading the texture vertex list
The MESH_TVERTLIST contains MESH_NUMTVERTS lines. Each line
begins with the tag MESH_TVERT followed by the index of the current
vertex. The next two values give ( u , v ) values for the vertex. Connecting
these data to a polygon is done using the MESH_TFACELIST.
*MESH_TVERTLIST {
*MESH_TVERT 0
0.0000
0.0000
0.0000
*MESH_TVERT 1
1.0000
0.0000
0.0000
*MESH_TVERT 2
0.0000
1.0000
0.0000
*MESH_TVERT 3
1.0000
1.0000
0.0000
*MESH_TVERT 4
0.0000
0.0000
0.0000
*MESH_TVERT 5
1.0000
0.0000
0.0000
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