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]
 +
 +
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== 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.

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]


See also

RenderWare Geometry Bin Mesh Native Data Skin