Difference between revisions of "Native Data PLG (RW Section)"

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For descriptions of the data format for each platform, see the following:
 
For descriptions of the data format for each platform, see the following:
[[PS2_Native_Data|PS2]],
+
[[PS2_Native_Geometry|PS2]],
 
[[Xbox_Native_Data|Xbox]],
 
[[Xbox_Native_Data|Xbox]],
[[OpenGL_Native_Data|OpenGL]].
+
[[War Drum OpenGL Native Data|War Drum OpenGL]].

Revision as of 15:42, 13 July 2016

{{{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

Before geometry can be rendered in RW, it has to be instanced into a form the platform can render easily. Since instancing takes time, instanced geometry can be directly written to a DFF so the step can be skipped and the loading of the file will be optimized. This means however that a pre-instanced DFF can only be used by the same platform that wrote the file.

When an instanced Geometry is streamed out, the Geometry chunk will contain no geometry data and the rpGEOMETRYNATIVE flag will be set. What data the Bin Mesh and a Skin chunk will contain depends on the platform. So if the game needs access to this geometric data (e.g. to morph player meshes in San Andreas), a pre-instanced format cannot be used.

Pre-instanced DFFs are used in Vice City and San Andreas for PS2, Xbox and mobile devices. On the Xbox III also uses pre-instanced files.

For descriptions of the data format for each platform, see the following: PS2, Xbox, War Drum OpenGL.