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Old 02-23-07, 07:07 AM   #20
Anvart
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Join Date: Jan 2006
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Quote:
Originally Posted by Kaleun_Endrass
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, Iґm currently reconsidering the possibility that the TMAP stands for SmoothingGroups. Iґm 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?
I think, that smoothing of models is AI hard code.
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