# P3D Lod Faces

Alias 'Polygons'

## Contents

# LodFaces

struct { ulong nFaces; ulong AllocationSize; // see below LodFace LodFaces[nFaces]; }

# LodFace

LodFace { //////////// MLOD //////////////////////// char TextureName[32] // SP3X/SP3D ONLY (ofp) ulong FaceType; // 3==Triangle or 4==Box PsuedoVertexTable PsuedoVertexTables[4];// ulong FaceFlags; // NOT SP3D: P3D Point and Face Flags Asciiz TextureName; // P3DM ONLY (arma) Asciiz MaterialName; // P3DM ONLY (arma) ////////// ODOL //////////////////////// ulong FaceFlags; //ODOL7 ONLY see P3D Point and Face Flags short TextureIndex; //ODOL7 ONLY byte FaceType; // 3==Triangle or 4==Box ushort VertexTableIndex[FaceType]; ////////////////////////////////////////// }

There are always 3, or 4, vertices represented by the value in FaceType.

- 3 point vertices describe a triangle.
- 4 point vertices describe a rectangle.

Ultimately, the value points to a vertex table comprising of points, normals and uvset(s).

- Odol: The actual vertex wanted for each of the vertices of a triangle (eg) are carried in an index table within this structure. The so-called VertexTableIndex. This index table looks up the VertexTable of the lod.

- Mlod: The values of each vertex are supplied in a PsuedoVertexTable. Within which, are indexes to the respective points and normals. The PsuedoVertexTable has a fixed size of 4 vertices. The 4th is unused for triangles.

- The TextureIndex is a zero based array. If set to -1, there are no textures

- In Arma, the FaceFlags and Texture Index have been moved out to their own LodSections.

## PsuedoVertexTable

PsuedoVertexTable { ulong PointsIndex; ulong NormalsIndex; float U,V; }

## Indices

the vertex referred to in triangles and quads change places in Odol vs Mlod

- Mlod Triangle A B C
- Odol Triangle B A C
- Mlod Quad A B C D
- Odol Quad B A D C

For odol, Indices themselves must be transformed as follows

- triangles : 1st, 2nd, 0th
- quadrangles : 1st, 2nd, 3rd, 0th

### Polygon Vertex Order

For a visible 3-vertex polygon:

AB // clockwise order C . AC // CounterClock B

The same for 4-vertex polygon:

AB // clockwise DC . AD // CounterClock BC

Your 3D device will cull invisible polygons. An invisible polygon is a polygon that has the *other* direction order. For example, DirectX default setting is 'cull counterclockwise polygons', so only clockwise is visible.

Vertices must be reordered for clockwise vertex order (default for DirectX), and not changed for counterclockwise order:

for 3-vertices polygon: 1. 1st vertice descriptor 2. 3rd vertice descriptor 3. 2nd vertice descriptor 4. (not used, zero filled)

for 4-vertices polygon: 1. 1st vertice descriptor 2. 4th vertice descriptor 3. 3rd vertice descriptor 4. 2nd vertice descriptor

## AllocationSize

Because of the variable amount of face vertices (3 or 4), AllocationSize is used to

- skip the block.
- calculate memory requirements

It's value is relative to the first entry and is computed as follows

AllocationSize= nFaces* (SizeofEach (FaceVertice));

**In Memory**, as allocated by the engine, each FaceVertice is:

Engine | FaceFlag | TextureIndex | FaceType | Indexes | |
---|---|---|---|---|---|

On Disk | sizeof(ulong) | sizeof(short) | sizeof(byte) | sizeof(short) | |

OFP (V7) | sizeof(ulong) | sizeof(short) | sizeof(ulong) | sizeof(short) | |

Size | 4+ | 2+ | 4+ | 2*FaceType | always 16 or 18 |

ARMA (V4x) | sizeof(short) | sizeof(short) | |||

Size | 2+ | 2*FacetType | always 8 or 10 |

This, is the MEMORY requirement. To calculate the offset to the sections struct

- V7 OffsetToSectionsStruct = AllocationSize- 3*nFaces;
- V4x OffsetToSectionsStruct = AllocationSize- nFaces;

The difference being between sizeof(byte) vs long and short respectively