P3D Lod Edges: Difference between revisions
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{{ | {{Feature|UnsupportedDoc}} | ||
=LodEdges= | = LodEdges = | ||
struct | struct | ||
{ | { | ||
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LodEdge LodEdge2; //VertexIndex same Count as any of the VertexTable.Counts (odol7) | LodEdge LodEdge2; //VertexIndex same Count as any of the VertexTable.Counts (odol7) | ||
} | } | ||
==LodEdge== | == LodEdge == | ||
CompressedArray | CompressedArray | ||
{ | { | ||
ulong nEdges; | ulong nEdges; | ||
ushort Edges[nEdges]; | ushort Edges[nEdges]; | ||
}; | }; | ||
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[[Category:BIS_File_Formats]] | [[Category:BIS_File_Formats]] | ||
{{GameCategory|arma1| File Formats}} | {{GameCategory|arma1|File Formats}} |
Revision as of 15:40, 17 November 2021
LodEdges
struct { LodEdge LodEdge1; //MlodIndex LodEdge LodEdge2; //VertexIndex same Count as any of the VertexTable.Counts (odol7) }
LodEdge
CompressedArray { ulong nEdges; ushort Edges[nEdges]; };
Every vertex in the vertaxtable is owned only by 1 face.
These tables are used to join vertices. Each face has got 3 (or 4) vertices that are unique for each face
For each VertexIndex there is a lookup into the MlodIndex
MLODvertexindex = MlodIndex[VertexIndex[Count]];
Note that compression has not been seen in arma. (not large enough)
Related: