MREA (Metroid Prime 3): Difference between revisions
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* '''Normals''': Always floats; world geometry normals are never packed into shorts. | * '''Normals''': Always floats; world geometry normals are never packed into shorts. | ||
* '''Colors''': Contains 32-bit RGBA8 colors. This section is not used in any official assets and is always zeroed out. | * '''Colors''': Contains 32-bit RGBA8 colors. This section is not used in any official assets and is always zeroed out. | ||
* '''Float UV Coordinates''': In Metroid Prime 3, | * '''Float UV Coordinates''': In Metroid Prime 3, this is the only UV coordinates section, so it's used for everything. | ||
* '''Short UV Coordinates''': Only appears in Donkey Kong Country Returns; can be used for anything, not only lightmaps as in previous games. | * '''Short UV Coordinates''': Only appears in Donkey Kong Country Returns; can be used for anything, not only lightmaps as in previous games. | ||
* '''Surfaces''': One section per surface. | * '''Surfaces''': One section per surface. For details on the structure of these sections check [[Geometry (Metroid Prime)#Surface|Geometry (Metroid Prime)]] page for MP3 and the [[Geometry (Donkey Kong Country Returns)#Surface|Geometry (Donkey Kong Country Returns)]]page for DKCR. | ||
=== Dependencies === | === Dependencies === |