OBD:IDXA AKEV 1: Difference between revisions
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AKEV 1 AKEV 2 AKOT 1 AKOT 2 M3GM 1 M3GM 2 ONOA
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Revision as of 19:08, 16 September 2007
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Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 53 02 00 | 595 | 00595-.IDXA |
0x04 | lev_id | 01 00 00 00 | 3 | level 3 |
0x08 | char[20] | AD DE | dead | unused |
0x1C | int32 | 91 01 00 00 | 401 | array size |
First element (black outline) | ||||
0x00 | int32 | 15 50 00 00 | 20501 | AGQG element ID (used for: AKEV 2 needs it) |
- IDXA usage
- Two kinds of IDXA are used in AKEV: they define quads affected by env_show.
- Two kinds of IDXA used in AKOT define the quads and BNVs intersected by a leaf.
- Two kinds of IDXA are used in M3GM: triangle strips and face normal groups.
- ONOA uses several similar IDXA, one to store the quad IDs of every object.
- High bit
- The high bit is only used for triangle strips in M3GM.
- It is set for the first vertex index of every triangle strip.
- AKEV indices
- Both IDXA have the same number of entries, equal to the number of togglable quads.
- The first IDXA lists the quad IDs (index into AGQG, AGQC, AGQR and AGDB arrays).
- The second IDXA assigns a gunk ID to every quad (one or more quads per gunk).
- AKOT indices
- The first IDXA lists the IDs of the quads intersected by octtree leaves, one leaf after another.
- The leaf specifies how many quad IDs Oni should read from the IDXA and where it should start.
- Same thing for the intersected BNVs: the leaf specifies the size and position of the BNV list.
ONI BINARY DATA |
---|
HPge << Other file types >> IGHH |
IDXA : Index Array |
Generic file |