[DiscordArchive] also a question about loading screens, do they have to be in interface/glues or can they be anywhere
[DiscordArchive] also a question about loading screens, do they have to be in interface/glues or can they be anywhere
Archived author: Zarkeven • Posted: 2021-08-20T03:23:58.591000+00:00
Original source
also a question about loading screens, do they have to be in interface/glues or can they be anywhere?
Archived author: michael • Posted: 2021-08-20T03:43:11.336000+00:00
Original source
So like two exactly the same triangles on different submeshes would have 3 M2Vertex but the vertex list in the skin would be 0 1 2 0 1 2 and then the index list would be 0 1 2 3 4 5 and first submesh would be vertexStart 0, vertexCount 3, indexStart 0, indexCount 3, then second submesh would be vertexStart 3, vertexCount 3, indexStart 3, indexCount 3
Archived author: schlumpf • Posted: 2021-08-20T05:28:01.688000+00:00
Original source
The indices are repeated, yes. Those are a mess.
Archived author: schlumpf • Posted: 2021-08-20T05:31:12.484000+00:00
Original source
Nothing of this is enforced though, and I honestly don’t know whether all versions or no versions do deduplication. When implementing a renderer you don’t have to care: just upload all arrays and point to wherever it tells you in the draw calls. When writing an editor, do yourself a favor and duplicate everything per mesh and only deduplicate on saving, if you want to bother about it.
Archived author: michael • Posted: 2021-08-20T11:43:23.559000+00:00
Original source
I am just writing my own m2 generator myself cause M2Mod does not do collision (which is really easy????) So basically what I need to do is keep track of the indices I use for each submesh, and then join them together for the skin index list so I can list the start and ends of each submesh.
Archived author: schlumpf • Posted: 2021-08-20T11:43:46.674000+00:00
Original source
Or just don't bother about deduplication etc, to be honest.