Hi,
I looked again at the TMAP chunk and I found out, that the 3 unsigned shortints are indices for the elements of the TxCoordArray (as I mentioned in an earlier post). That means, each vertex that is an element of the trianlge at TriangleArray[i] gets an additional texture coordinate. In pseudo-code it would look like this:
TriangleArray[i].V1.AddTxCoord( TxCoordArray[TMapDatChunkList[i].T1] );
TriangleArray[i].V2.AddTxCoord( TxCoordArray[TMapDatChunkList[i].T2] );
TriangleArray[i].V3.AddTxCoord( TxCoordArray[TMapDatChunkList[i].T3] );
So, I´m currently reconsidering the possibility that the TMAP stands for SmoothingGroups. I´m not an game engine developer but I guess that smoothing like 3dsmax renderings during runtime would be extremly slow and an easy way could be to display the same texture at the mesh several times but with some offsets each time.
What do you guys think?
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I hope alot of people will buy SHV. I will and I will mod it and play it. Keep in mind if we don´t buy it, the next SH title will look like this and you can look forward to a starfish addon...
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