Game Development Reference
In-Depth Information
*MESH_VERTEXNORMAL 2
-1.0000
0.0000
0.0000
*MESH_VERTEXNORMAL 0
-1.0000
0.0000
0.0000
*MESH_VERTEXNORMAL 4
-1.0000
0.0000
0.0000
*MESH_FACENORMAL 11
-1.0000
0.0000
0.0000
*MESH_VERTEXNORMAL 4
-1.0000
0.0000
0.0000
*MESH_VERTEXNORMAL 6
-1.0000
0.0000
0.0000
*MESH_VERTEXNORMAL 2
-1.0000
0.0000
0.0000
}
}
When parsing a GEOMOBJECT, that covers the most important
subsections.
Reading a CAMERA section
A 3DS Max file can contain multiple cameras. A camera has a name and
type defined by NODE_NAME and CAMERA_TYPE. A camera has a
NODE_TM subsection which defines the default position, scale and
orientation. The NODE_TM subsection was described in the GEOM-
OBJECT section. A camera object also has a CAMERA_SETTINGS
subsection that contains the tags TIMEVALUE, CAMERA_NEAR, CAM-
ERA_FAR, CAMERA_FOV and CAMERA_TDIST. CAMERA_NEAR and
CAMERA_FAR describe the near and far clipping distances for OpenGL
renders. The most important tag is CAMERA_FOV, which describes the
field of view angle in radians.
*CAMERAOBJECT {
*NODE_NAME "Camera01"
*CAMERA_TYPE Free
*NODE_TM {. . .
}
*CAMERA_SETTINGS {
*TIMEVALUE 0
*CAMERA_NEAR 0.0000
*CAMERA_FAR 1000.0000
*CAMERA_FOV 0.7854
*CAMERA_TDIST 160.0000
}
}
Search Nedrilad ::




Custom Search