P3D Lod Edges: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\[\[[Cc]ategory:ArmA:[ _]?([^|]+)\]\]" to "{{GameCategory|arma1|$1}}") |
Lou Montana (talk | contribs) m (Text replacement - " (={2,})([^ = ])(.*)([^ = ])(={2,}) * " to " $1 $2$3$4 $5 ") |
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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 | ||
{ | { |
Revision as of 19:07, 31 January 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)
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