Difference between revisions of "War Drum OpenGL Native Data"
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RwUInt32 number of Bones (numBones) | RwUInt32 number of Bones (numBones) | ||
RwReal matrices[numBones][16] | RwReal matrices[numBones][16] | ||
+ | |||
+ | |||
+ | == See also == | ||
+ | [[RenderWare|RenderWare]] | ||
+ | [[Geometry (RW Section)|Geometry]] | ||
+ | [[Bin Mesh PLG (RW Section)|Bin Mesh]] | ||
+ | [[Native Data PLG (RW Section)|Native Data]] | ||
+ | [[Skin PLG (RW Section)|Skin]] |
Revision as of 10:06, 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 RwUInt16 (as used internally by RW) instead of RwUInt32.
Native Data
The Native Data has no child Struct like on the other platforms and not platform information.
RwUInt32 number of attributes (numAttribs) #repeat for numAttribs (attribute description) RwUInt32 attribute index RwInt32 type (0 = GL_FLOAT, 1 = GL_BYTE, 2 = GL_UNSIGNED_BYTE, 3 = GL_SHORT, 4 = GL_UNSIGNED_SHORT) RwBool isNormalized RwInt32 size RwUInt32 stride (same for all attributes) RwUInt32 offset #endrepeat RwUInt8 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:
RwUInt32 platform ID (2 for OpenGL) RwUInt32 number of Bones (numBones) RwReal matrices[numBones][16]