P3D Lod Edges: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "\[\[[Cc]ategory:ArmA:[ _]?([^|]+)\]\]" to "{{GameCategory|arma1|$1}}")
m (Text replacement - " (={2,})([^ = ])(.*)([^ = ])(={2,}) * " to " $1 $2$3$4 $5 ")
Line 7: Line 7:
     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 20:07, 31 January 2021

Template:unsupported-doc

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:

Model File Formats