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OBD talk:AGQG: Difference between revisions

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[[User:Tosh|Tosh]] 04:49, 2 May 2007 (CEST)
[[User:Tosh|Tosh]] 04:49, 2 May 2007 (CEST)
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If we ever want to "versionize" AGQG, e.g., to allow for lightmapping instead of vertex shading, then we can use the three unassigned flags at the top of the bitfield: 0x80000000, 0x40000000 and 0x20000000. That said, the engine can determine the lighting scheme by looking at the size of the AKEV's AGQR: usually AGQR is the same size as AGQG, i.e., one texture index per polygon, plus an alpha parameter, but in the case of a lightmapped level the AGQR can simply be doubled, with the second half storing links to lightmap textures. TXMA indices in AGQR are shorts, so a level can have a maximum of 66536 textures, lightmaps included - which should be enough even for big levels. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 14:47, 23 June 2021 (CEST)
If we ever want to "versionize" AGQG, e.g., to allow for lightmapping instead of vertex shading, then we can use the three unassigned flags at the top of the bitfield: 0x80000000, 0x40000000 and 0x20000000. That said, we can get the engine can determine the lighting scheme simply by looking at the size of the AKEV's AGQR: usually AGQR is the same size as AGQG, i.e., one texture index per polygon, plus an alpha parameter, but in the case of a lightmapped level the AGQR can simply be doubled, with the second half storing links to lightmap textures. TXMA indices in AGQR are shorts, so a level can have a maximum of 66536 textures, lightmaps included - which should be enough even for big levels. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 14:47, 23 June 2021 (CEST)