19,358
edits
mNo edit summary |
m (+cat) |
||
Line 17: | Line 17: | ||
---- | ---- | ||
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 to 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) | 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 to 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) | ||
{{OBD}} |