Comments (1)
The game uses tristrips to compress mesh data.
there is a separate array of shorts, which is flags + numFaces in the strip.
every strip starts with 3 vertices, then cursor shifts by 1 and new 3 vertices form a new face.
at the end of the strip, cursor+2 is required to begin with a new bunch of vertices.
Implemented in f8a2ab9
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Related Issues (20)
- [lev] Figure out conditions for "large" instance scale
- [viewer] Implement gui message queue
- [viewer] Add gamepad connection messages HOT 1
- [viewer] Implement gamepad deadzone
- [viewer] Add animated models support HOT 2
- [viewer] Add helper text to menus
- [viewer] Implement waving flag
- [framework] Add Helpers.Panic wrappers
- [viewer] Implement interpolated animations
- [viewer] Implement billboard rendering
- [viewer] Implement BSP/PVS assisted rendering
- [viewer] Add cheat processing
- [cseq/gui] Detach instrument logic from cseq to allow custom user instruments
- [cseq] Use custom drumfill midi for original rendered samples
- [cseq] Detect Aku/Uka mask tracks and only export it once from canyon cseq (comes first)
- [cseq] Add better hub names for midis
- [gui] Add basic XNF editing
- [framework] Attempt to implement mesh to quadblocks conversion
- [framework] Match level and kart scale in Blender
- editing track textures in track select menu keeps original colors HOT 3
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