Geometry (Metroid Prime): Difference between revisions

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=== Surface Group IDs ===
=== Surface Group IDs ===


This section (and the following one) appears starting in Metroid Prime 2. In MP2, surfaces in world geometry are now merged together to create as few meshes as possible (meshes are now only split when the vertex count exceeds 65535). Two extra data sections are present to manage the resulting super-meshes to enable the game to extract smaller meshes out when needed.
This section (and the following one) appears in [[MREA (File Format)|MREA files]] starting in Metroid Prime 2. In MP2, surfaces in world geometry are now merged together to create as few meshes as possible (meshes are now only split when the vertex count exceeds 65535). Two extra data sections are present to manage the resulting super-meshes to enable the game to extract smaller meshes out when needed.


This first section assigns a group ID to each surface, forming smaller meshes. This ID is used in various places that operate on world geometry, including in the [[AROT (MREA Section)|area octree]] as well as in the [[EGMC (File Format)|EGMC format]] to map PointOfInterest scans to world geometry, among others.
This first section assigns a group ID to each surface, forming smaller meshes. This ID is used in various places that operate on world geometry, including in the [[AROT (MREA Section)|area octree]] as well as in the [[EGMC (File Format)|EGMC format]] to map PointOfInterest scans to world geometry, among others.
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=== Surface Lookup Table ===
=== Surface Lookup Table ===


This is the second new section introduced in Metroid Prime 2. It provides a mapping of each surface group to the surfaces contained in it, so that surfaces can be quickly accessed by group ID.
This is the second new MREA-exclusive section introduced in Metroid Prime 2. It provides a mapping of each surface group to the surfaces contained in it, so that surfaces can be quickly accessed by group ID.


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