Game Development Reference
In-Depth Information
*MESH_TVERT 6
0.0000
1.0000
0.0000
*MESH_TVERT 7
1.0000
1.0000
0.0000
*MESH_TVERT 8
0.0000
0.0000
0.0000
*MESH_TVERT 9
1.0000
0.0000
0.0000
*MESH_TVERT 10
0.0000
1.0000
0.0000
*MESH_TVERT 11
1.0000
1.0000
0.0000
}
Reading the texture face list
The MESH_TFACELIST contains MESH_NUMTFACES lines. Each line
begins with the tag MESH_TFACE followed by the index of the current
vertex. The next three values give integer indices from the texture vertex
list. The integer value for a texture face and the integer value for a face
refer to the same polygon, so you can connect the texture coordinate
values to the actual polygon and vertex data.
*MESH_TFACELIST {
*MESH_TFACE 0 9 11 10
*MESH_TFACE 1 10 8 9
*MESH_TFACE 2 8 9 11
*MESH_TFACE 3 11 10 8
*MESH_TFACE 4 4 5 7
*MESH_TFACE 5 7 6 4
*MESH_TFACE 6 0 1 3
*MESH_TFACE 7 3 2 0
*MESH_TFACE 8 4 5 7
*MESH_TFACE 9 7 6 4
*MESH_TFACE 10013
*MESH_TFACE 11320
}
Reading the normals list
The MESH_NORMALS subsection contains MESH_NUMFACES mini-
sections that define the face and vertex normals for each face. To parse
this subsection read the MESH_FACENORMAL section; this contains an
index for the current face and a vector defining the unit length normal.
Three MESH_VERTEXNORMAL lines follow each MESH_FACENOR-
MAL. The MESH_VERTEXNORMAL line contains an index defining the
index of the vertex, followed by a vector defining the unit length normal.
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