Geometry (Donkey Kong Country Returns): Difference between revisions

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The format for ''geometry'' in Donkey Kong Country Returns appears in the [[CMDL (Donkey Kong Country Returns)|CMDL]] and [[MREA (Metroid Prime 3)|MREA]] formats.
The format for ''geometry'' in Donkey Kong Country Returns appears in the [[CMDL (Donkey Kong Country Returns)|CMDL]] and [[MREA (Metroid Prime 3)|MREA]] formats.


{{research|minor|There are some unknown values in the surface header, and the possible vertex formats should be documented.}}
{{research|minor|There is an unknown value in the surface header, and the possible vertex formats should be documented.}}


__TOC__
__TOC__
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| u32
| u32
| 1
| 1
| {{unknown|Unknown}}
| '''Model Pointer Storage'''
| Always 0?
| Always 0. This is filled in at runtime with a pointer to the owner model.
|-
|-
| 0x14
| 0x14
| u32
| u32
| 1
| 1
| {{unknown|Unknown}}
| '''Next Surface Pointer Storage'''
| Always 0?
| Always 0. This is filled in at runtime with a pointer to the next sibling surface.
|-
|-
| 0x18
| 0x18
| u16
| u16
| 1
| 1
| {{unknown|Unknown}}
| '''Skin Matrix Bank Index'''
| Value varies, but is sometimes 0xFFFF
|  
|-
|-
| 0x1A
| 0x1A
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| 1
| 1
| '''Visibility Group Index'''
| '''Visibility Group Index'''
| This value will be 0xFF if this surface isn't in a visibility group. (Always 0xFF in MREA.)
|-
|-
| 0x1E
| 0x1E
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