Difference between revisions of "Sky Mipmap Val (RW Section)"

From GTAMods Wiki
Jump to navigation Jump to search
(Created page with "{{RW Section|Sky Mipmap Val|0x0110}} '''Sky Mipmap''' - a section in DFF file, which is an extension for Texture and Texture Native (RW Section)|Te...")
 
m (Structure)
Line 6: Line 6:
  
 
This section takes 4 bytes and consists of two parameters - "K" and "L". The "K" and "L" values control the way mipmap levels are selected by the Graphics Synthesizer.
 
This section takes 4 bytes and consists of two parameters - "K" and "L". The "K" and "L" values control the way mipmap levels are selected by the Graphics Synthesizer.
  12bits K-value - specifies the distance a polygon needs to be from the camera such that the pixel to texel ratio, when rendered, is 1:1 assuming the polygon is flat on the screen.
+
  12bits K-value - specifies the distance a polygon needs to be from the camera such that the pixel to texel ratio,  
It ranges within [-2048 ; 2047]. Divide it by 16 to get a real world coordinate.
+
                  when rendered, is 1:1 assuming the polygon is flat on the screen.
   2bits L-value - specifies the angle of inclination between the polygon and the camera viewwindow, it's a 2-bit value where 0 says the angle is 0 degrees and 3 says it's 90 degrees.
+
                  It ranges within [-2048 ; 2047]. Divide it by 16 to get a real world coordinate.
 +
   2bits L-value - specifies the angle of inclination between the polygon and the camera viewwindow,  
 +
                  it's a 2-bit value where 0 says the angle is 0 degrees and 3 says it's 90 degrees.

Revision as of 16:00, 15 December 2014

{{{NAME}}}
RenderWare Stream Section
Vendor {{{VENDORNAME}}}
Module {{{MODULENAME}}}
Module ID 0x{{{MODULEID}}}
Identifier 0x{{{IDENTIFIER}}}
Chunk ID 0x{{{MODULEID}}}{{{IDENTIFIER}}}
Versions All
Hierarchy
Parents:
None
Children:
None
Extensions:
None
File Format

Sky Mipmap - a section in DFF file, which is an extension for Texture and Texture Native sections. This section is only used in PS2 models / textures (PS2-version of RenderWare engine is called 'Sky').

Structure

This section takes 4 bytes and consists of two parameters - "K" and "L". The "K" and "L" values control the way mipmap levels are selected by the Graphics Synthesizer.

12bits K-value - specifies the distance a polygon needs to be from the camera such that the pixel to texel ratio, 
                 when rendered, is 1:1 assuming the polygon is flat on the screen.
                 It ranges within [-2048 ; 2047]. Divide it by 16 to get a real world coordinate.
 2bits L-value - specifies the angle of inclination between the polygon and the camera viewwindow, 
                 it's a 2-bit value where 0 says the angle is 0 degrees and 3 says it's 90 degrees.