Materials (Metroid Prime): Difference between revisions
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>Aruki |
>Aruki (→Flags) |
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| 3 | | 3 | ||
| 0x8 | | 0x8 | ||
| | | Has Konst values | ||
|- | |- | ||
| 4 | | 4 | ||
| 0x10 | | 0x10 | ||
| | | Transparent | ||
|- | |- | ||
| 5 | | 5 | ||
| 0x20 | | 0x20 | ||
| | | Masked alpha (compare threshold is hardcoded at 0.25) | ||
|- | |- | ||
| 6 | | 6 | ||
Line 150: | Line 150: | ||
| 7 | | 7 | ||
| 0x80 | | 0x80 | ||
| Enable | | Enable Z-writes | ||
|- | |- | ||
| 8 | | 8 | ||
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==== Vertex Attribute Flags ==== | ==== Vertex Attribute Flags ==== | ||
These flags are generally toggled in pairs, with each pair corresponding to a vertex attribute; if a pair is set, then vertices using this material will have the corresponding attribute. This is vital for reading geometry. Starting in Echoes, each pair is used to indicate the size of the attribute indices in the geometry data, with 3 meaning a 16-bit index and 2 meaning an 8-bit index. | These flags are generally toggled in pairs, with each pair corresponding to a vertex attribute; if a pair is set, then vertices using this material will have the corresponding attribute. This is vital for reading geometry. Starting in Echoes, each pair is used to indicate the size of the attribute indices in the geometry data, with 3 meaning a 16-bit index and 2 meaning an 8-bit index. (This isn't actually used, though; the original game data always uses 16-bit indices.) | ||
GX supports up to 8 texture coords per vertex, but the game doesn't seem to allow you to assign more than 7 (though this could do with some double-checking). | GX supports up to 8 texture coords per vertex, but the game doesn't seem to allow you to assign more than 7 (though this could do with some double-checking). |