Geometry (Donkey Kong Country Returns): Difference between revisions
Geometry (Donkey Kong Country Returns) (view source)
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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 | {{research|minor|There is an unknown value in the surface header, and the possible vertex formats should be documented.}} | ||
__TOC__ | __TOC__ | ||
Line 88: | Line 88: | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''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 | ||
| | | '''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 | ||
| | | '''Skin Matrix Bank Index''' | ||
| | | | ||
|- | |- | ||
| 0x1A | | 0x1A |