P3D Lod Edges: Difference between revisions
| Lou Montana (talk | contribs) m (Text replacement - " (\=+)([a-zA-Z0-9][^ ]+[a-zA-Z0-9])(\=+) " to " $1 $2 $3 ") | m (→LodEdge) | ||
| Line 10: | Line 10: | ||
|   CompressedArray |   CompressedArray | ||
|   { |   { | ||
|    ulong   nEdges; |    ulong   nEdges; //always zero for type 53&54 dayz o3ds | ||
|    ushort  Edges[nEdges]; |    ushort  Edges[nEdges]; | ||
|   }; |   }; | ||
Revision as of 06:51, 21 October 2024
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:
 
	