VISI (MREA Section): Difference between revisions

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|-
|-
| bool
| bool
| Unknown 1
| Has Actors
|
| If set, the game will resolve script entity IDs for the PVS lookup
|-
|-
| bool
| bool
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| u32
| u32
| Light count
| Light count
| Number of area lights encoded in octree leaves.
| Total number of area lights encoded in octree leaves.
|-
|-
| u32
| u32
| Unknown 3
| 2nd Layer Light Count
|
| Lights within total that are in the 2nd BABEDEAD layer.
|-
|-
| u32
| u32
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| u8[lightVisibilityNodeCount][leafSize]
| u8[lightVisibilityNodeCount][leafSize]
| Light visibility node array
| Light visibility node array
| Array of [[#Leaf Nodes|leaf node data]] indicating visibility of other objects from light's perspective.
| Array of [[#Leaf Nodes|leaf node data]] indicating visibility of other objects from light's perspective. 2nd layer lights are listed first.
|-
|-
| float[2][3]
| float[2][3]
| Octree AABB
| Octree AABB
| Total bounds subdivided by octree. '''Note:''' the coordinates of the AABB are in local area space (I.e. inverse-transformed with the matrix in the MREA header).
| Total bounds subdivided by octree. '''Note:''' the coordinates of the AABB are in local area space (i.e. inverse-transformed with the matrix in the MREA header).
|-
|-
| u32
| u32
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in-order of the first MREA sections. Next are bits relating the scripted entities in the VISI entities table.
in-order of the first MREA sections. Next are bits relating the scripted entities in the VISI entities table.


Finally are the bits relating lights in order of the BABEDEAD section of the MREA. Each light encodes 2-bits apiece,
Finally are the bits relating lights in order of the BABEDEAD section of the MREA. The 2nd layer lights are related first. Each light encodes 2-bits apiece,
with the following enum represented:
with the following enum represented:


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