Difference between revisions of "War Drum OpenGL Native Data"
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==Bin Mesh== | ==Bin Mesh== | ||
− | The [[Bin_Mesh_PLG_(RW_Section)|Bin Mesh]]'s chunk format is almost the same as in non-instanced DFFs. The only difference is that the indices are | + | The [[Bin_Mesh_PLG_(RW_Section)|Bin Mesh]]'s chunk format is almost the same as in non-instanced DFFs. The only difference is that the indices are uint16 (as used internally by RW) instead of uint32. |
==Native Data== | ==Native Data== | ||
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The Native Data has no child Struct like on the other platforms and not platform information. | The Native Data has no child Struct like on the other platforms and not platform information. | ||
− | + | uint32 number of attributes (numAttribs) | |
#repeat for numAttribs (attribute description) | #repeat for numAttribs (attribute description) | ||
− | + | uint32 attribute index | |
− | + | int32 type (0 = GL_FLOAT, 1 = GL_BYTE, 2 = GL_UNSIGNED_BYTE, 3 = GL_SHORT, 4 = GL_UNSIGNED_SHORT) | |
− | + | bool32 isNormalized | |
− | + | int32 size | |
− | + | uint32 stride (same for all attributes) | |
− | + | uint32 offset | |
#endrepeat | #endrepeat | ||
− | + | uint8 data[stride*geometry->numVertices] | |
Apart from the type, attribute descriptions can be directly passed to [https://www.khronos.org/opengles/sdk/docs/man/xhtml/glVertexAttribPointer.xml glVertexAttribPointer]. | Apart from the type, attribute descriptions can be directly passed to [https://www.khronos.org/opengles/sdk/docs/man/xhtml/glVertexAttribPointer.xml glVertexAttribPointer]. | ||
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The Skin chunk contains a Struct chunk with the following data: | The Skin chunk contains a Struct chunk with the following data: | ||
− | + | uint32 platform ID (2 for OpenGL) | |
− | + | uint32 number of Bones (numBones) | |
− | + | float32 matrices[numBones][16] | |
== See also == | == See also == |
Revision as of 10:56, 13 August 2015
This page describes the format of pre-instanced DFFs as used by the mobile GTA games.
Contents
Bin Mesh
The Bin Mesh's chunk format is almost the same as in non-instanced DFFs. The only difference is that the indices are uint16 (as used internally by RW) instead of uint32.
Native Data
The Native Data has no child Struct like on the other platforms and not platform information.
uint32 number of attributes (numAttribs) #repeat for numAttribs (attribute description) uint32 attribute index int32 type (0 = GL_FLOAT, 1 = GL_BYTE, 2 = GL_UNSIGNED_BYTE, 3 = GL_SHORT, 4 = GL_UNSIGNED_SHORT) bool32 isNormalized int32 size uint32 stride (same for all attributes) uint32 offset #endrepeat uint8 data[stride*geometry->numVertices]
Apart from the type, attribute descriptions can be directly passed to glVertexAttribPointer.
Indices
Each vertex attribute in an OpenGL shader has an index. The indices used by the mobile GTAs are the following:
0 - vertex position 1 - tex coord 0 2 - normal 3 - color 4 - vertex weights (only used with skinned geometry) 5 - bone indices (only used with skinned geometry) 6 - extra color (only used with SA's extra color plugin)
Skin
The Skin chunk contains a Struct chunk with the following data:
uint32 platform ID (2 for OpenGL) uint32 number of Bones (numBones) float32 matrices[numBones][16]