P3D Lod Faces
Alias 'Polygons'
LodFace
LodFace { //////////// MLOD //////////////////////// char TextureName[32] // SP3X ONLY (ofp) ulong type; // 3==Triangle or 4==Box PsuedoVertexTable PsuedoVertexTables[4];// ulong FaceFlags; // 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 type; // 3==Triangle or 4==Box ushort VertexTableIndex[type]// ////////////////////////////////////////// }
There are always 3, or 4, vertices.
- 3 point vertices describe a triangle.
- 4 point vertices describe a rectangle.
The indices must be transformed as follows
- triangles : 1st posn, 2nd posn, 0th posn.
- quadrangles : 1st, 2nd, 3rd, 0th
The each of 3 (or 4) indexes look up their respective vertextable, which contains, points, normals, uvsets etc.
The TextureIndex is a zero based array. If set to -1, there are no textures
FaceFlags and Texture Index have been moved to LodSections in Arma
PsuedoVertexTable
PsuedoVertexTable { ulong PointsIndex; ulong NormalsIndex; float U,V; }
Irrespective whether a Face has 3 or 4 verts. There are always 4 vertex points described. In the case of a triangle the 4th vertex will have all zero entries.
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