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

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m (Indices are always zero based!)
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  4b - DWORD  - Number of vertices
 
  4b - DWORD  - Number of vertices
 
  4b - DWORD  - Material index
 
  4b - DWORD  - Material index
  Xb -        - Array of DWORDs, each entry representing an vertex index.  
+
  Xb -        - Array of DWORDs, each entry representing a vertex index.  
 
               Array size gets defined by the number of vertices
 
               Array size gets defined by the number of vertices
  

Revision as of 13:53, 11 April 2015

{{{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 splits defines the size of an array which 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 a vertex index. 
              Array size gets defined by the number of vertices

See also