Difference between revisions of "Bin Mesh PLG (RW Section)"

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{{file-stub}}
 
 
{{RW Section|Bin Mesh PLG|0x50E}}
 
{{RW Section|Bin Mesh PLG|0x50E}}
 
The '''Bin Mesh PLG''' section stores face data split according to material indices. It is typically stored inside the [[Extension_(RW_Section)|extension]] of a [[Geometry (RW Section)|geometry section]] and does not hold any child sections.
 
The '''Bin Mesh PLG''' section stores face data split according to material indices. It is typically stored inside the [[Extension_(RW_Section)|extension]] of a [[Geometry (RW Section)|geometry section]] and does not hold any child sections.
  
 
== Structure ==
 
== Structure ==
 +
 +
4b - DWORD  - Face type (Apparently always 1, representing a triangle strip)
 +
4b - DWORD  - Number of material splits
 +
4b - DWORD  - Number of faces
 +
 +
The number of material defines the size of an array directly follows the structure above. The structure of the array elements (''TMaterialSplitData'') links the material split index to the vertices of the geometry:
 +
 +
4b - DWORD  - Number of vertices
 +
4b - DWORD  - Material index
 +
Xb -        - Array of DWORDs, each entry representing an vertex index
  
 
== See also ==
 
== See also ==

Revision as of 09:31, 20 January 2011

{{{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

The Bin Mesh PLG section stores face data split according to material indices. It is typically stored inside the extension of a geometry section and does not hold any child sections.

Structure

4b - DWORD  - Face type (Apparently always 1, representing a triangle strip)
4b - DWORD  - Number of material splits
4b - DWORD  - Number of faces

The number of material defines the size of an array directly follows the structure above. The structure of the array elements (TMaterialSplitData) links the material split index to the vertices of the geometry:

4b - DWORD  - Number of vertices
4b - DWORD  - Material index
Xb -        - Array of DWORDs, each entry representing an vertex index

See also