MREA (Metroid Prime): Difference between revisions
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→Geometry
>Aruki m (→Geometry) |
>Aruki m (→Geometry) |
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* Normals are ''always'' shorts, 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 vertex 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 vertex 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. | ||
* Surfaces will usually have a bounding box in the extra data in the | * Surfaces will usually have a bounding box in the extra data in the surface header. This bounding box is used for depth sorting. | ||
* Each mesh starts with an extra header section which is formatted like this: | * Each mesh starts with an extra header section which is formatted like this: | ||