Difference between revisions of "Talk:RpGeometry"
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Attributes are typically used to define different optimized meshes (in DirectX). GTA uses them to group faces by their material index. The following C++ pseudocode shows how to use attributes with [http://msdn.microsoft.com/en-us/library/bb147196%28v=vs.85%29.aspx DirectX meshes]: | Attributes are typically used to define different optimized meshes (in DirectX). GTA uses them to group faces by their material index. The following C++ pseudocode shows how to use attributes with [http://msdn.microsoft.com/en-us/library/bb147196%28v=vs.85%29.aspx DirectX meshes]: | ||
− | <source lang=" | + | <source lang="cpp">// This method creates an IDirect3DMesh9 interface and buffers the RWGeometry data to it. |
HRESULT RWGeometry::Buffer(LPDIRECT3DDEVICE9* pDevice) | HRESULT RWGeometry::Buffer(LPDIRECT3DDEVICE9* pDevice) | ||
{ | { |
Revision as of 11:59, 21 April 2011
Possible incorrect structure
Under the "Structure" heading, you have an extra 2 byte value added which doesn't exist in the PC version of a DFF file, check for yourself. Should this be changed? Or maybe this is for another machine, such as the PS2? Here's the way I see the first structure.
2b - Flags 2b - Unknown 4b - Triangle count 4b - Vertex count 4b - Morph Target Count
This is confirmed for GTA:SA DFF files on the PC.
- You are right, I somehow messed up the size of the data. Number of UV coordinates and unknown values are only bytes, not words! Thank you. --Aschratt - oO 15:52, 8 January 2011 (UTC)
About the attribute buffer
Attributes are typically used to define different optimized meshes (in DirectX). GTA uses them to group faces by their material index. The following C++ pseudocode shows how to use attributes with DirectX meshes:
// This method creates an IDirect3DMesh9 interface and buffers the RWGeometry data to it.
HRESULT RWGeometry::Buffer(LPDIRECT3DDEVICE9* pDevice)
{
// Get the number of faces in general from the BinMeshPLG
// The vertex count is defined inside the geometry section itself.
// Mesh declaration: LPD3DXMESH m_pMesh;
HRESULT hRes = D3DXCreateMeshFVF(m_pExtension->GetBinMeshPLG()->GetFaceCount(), m_dwVertexCount,
D3DXMESH_MANAGED, CVertex::FVFFlags, pDevice,
&m_pMesh);
// ... exception handling in here ...
// ... Setup vertices in here ...
m_pMesh->LockVertexBuffer(0, &pData);
memcpy(pData, pVertices, (sizeof(CVertex) * dwVertices));
m_pMesh->UnlockVertexBuffer();
// ... Setup indices in here ...
m_pMesh->LockIndexBuffer(0, &pData);
memcpy(pData, pIndices, (sizeof(SHORT) * dwIndices));
m_pMesh->UnlockIndexBuffer();
// Setup attributes
DWORD* pAttributesBuffer;
m_pMesh->LockAttributeBuffer(0, &pAttributes);
memcpy(pAttributesBuffer, pAttributes, (sizeof(DWORD) * dwAttributes));
m_pMesh->UnlockAttributeBuffer();
// That's it.
return S_OK;
}
// Each face is now connected to an attribute and each attribute represents one subset.
// The number of subsets represents the number of material splits inside the BinMeshPLG section
void RWGeometry::Render(LPDIRECT3DDEVICE9* pDevice)
{
for (DWORD dwSubset(0); dwSubset < m_pExtension->GetBinMeshPLG()->GetMaterialSplits(); ++dwSubset)
{
m_pMesh->DrawSubset(dwSubset);
}
}