Difference between revisions of "Sky Mipmap Val (RW Section)"
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| − | {{RW Section|Sky Mipmap Val| | + | {{RW Section |
| + | | NAME = Sky Mipmap Val | ||
| + | | VENDORNAME = Criterion Games | ||
| + | | MODULENAME = Toolkit | ||
| + | | MODULEID = 000001 | ||
| + | | IDENTIFIER = 10 | ||
| + | | PARENTS = [[Texture (RW Section)|Texture]] ''([[Extension (RW Section)|Extension]])'' | ||
| + | }} | ||
'''Sky Mipmap''' - a section in DFF file, which is an extension for [[Texture (RW Section)|Texture]] and [[Texture Native (RW Section)|Texture Native]] sections. This section is only used in PS2 models / textures (PS2-version of RenderWare engine is called 'Sky'). | '''Sky Mipmap''' - a section in DFF file, which is an extension for [[Texture (RW Section)|Texture]] and [[Texture Native (RW Section)|Texture Native]] sections. This section is only used in PS2 models / textures (PS2-version of RenderWare engine is called 'Sky'). | ||
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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, | 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. | when rendered, is 1:1 assuming the polygon is flat on the screen. | ||
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2bits L-value - specifies the angle of inclination between the polygon and the camera viewwindow, | 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's a 2-bit value where 0 says the angle is 0 degrees and 3 says it's 90 degrees. | ||
| + | |||
| + | {{N|SA|VC|3}} | ||
Revision as of 12:19, 11 September 2020
| Sky Mipmap Val | |
|---|---|
| RenderWare Stream Section | |
| Vendor | Criterion Games |
| Module | Toolkit |
| Module ID | 0x000001
|
| Identifier | 0x10
|
| Chunk ID | 0x00000110
|
| Versions | All |
| Hierarchy | |
| Parents: Texture (Extension) | |
| 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.