P3D Lod Edges: Difference between revisions

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=LodEdges=
= LodEdges =
  struct
  struct
  {
  {
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     LodEdge  LodEdge2;  //VertexIndex same Count as any of the VertexTable.Counts (odol7)
     LodEdge  LodEdge2;  //VertexIndex same Count as any of the VertexTable.Counts (odol7)
  }
  }
==LodEdge==
== LodEdge ==
  CompressedArray
  CompressedArray
  {
  {
   ulong  nEdges;
   ulong  nEdges; //always zero for type 53&54 dayz o3ds
   ushort  Edges[nEdges];  
   ushort  Edges[nEdges];
  };
  };


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[[BIS_File_Formats#3D_Model_File_Formats|Model File Formats]]
[[BIS_File_Formats#3D_Model_File_Formats|Model File Formats]]


[[Category:BIS_File_Formats]]
[[Category:Real Virtuality File Formats]]
{{GameCategory|arma1| File Formats}}
{{GameCategory|arma1|File Formats}}

Latest revision as of 13:27, 8 May 2025

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Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.

This page contains unofficial information.

Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.
Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.

LodEdges

struct
{
   LodEdge   LodEdge1;  //MlodIndex  
   LodEdge   LodEdge2;  //VertexIndex same Count as any of the VertexTable.Counts (odol7)
}

LodEdge

CompressedArray
{
 ulong   nEdges; //always zero for type 53&54 dayz o3ds
 ushort  Edges[nEdges];
};

Every vertex in the vertaxtable is owned only by 1 face.

These tables are used to join vertices. Each face has got 3 (or 4) vertices that are unique for each face

For each VertexIndex there is a lookup into the MlodIndex

MLODvertexindex = MlodIndex[VertexIndex[Count]];

Note that compression has not been seen in arma. (not large enough)

Related:

Model File Formats