MREA (Metroid Prime): Difference between revisions

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There's couple small differences you'll usually see on MREA meshes compared to CMDL ones:
There's couple small differences you'll usually see on MREA meshes compared to CMDL ones:


* Vertices are ''always'' normals, so vertex format 0 is never used.
* Normals are ''always'' shorts, so vertex format 0 is never used.
* Most MREA meshes use lightmaps, so normally the first UV coordinate on each texture will read from the short UV array. This isn't always the case, though; you need to make sure you check the material so you know where to read from.
* Most MREA meshes use lightmaps, so normally the first UV coordinate on each texture will read from the short UV array. This isn't always the case, though; you need to make sure you check the material so you know where to read from.
* Submeshes will usually have a bounding box in the extra data in the submesh header. This bounding box is used for depth sorting.
* Submeshes will usually have a bounding box in the extra data in the submesh header. This bounding box is used for depth sorting.
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