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Simplify docs to hide the copyright
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@@ -27,7 +27,7 @@
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// Construction history, or BSP trees would make the format too large to serve its purpose.
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// The facilities of the formats to store meta data should make the format flexible enough
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// for most uses. Adding HxA support should be something anyone can do in a days work.
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//
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// Structure:
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// ----------
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// HxA is designed to be extremely simple to parse, and is therefore based around conventions. It has
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@@ -45,17 +45,17 @@
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// of a number of named layers. All layers in the stack have the same number of elements. Each layer
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// describes one property of the primitive. Each layer can have multiple channels and each layer can
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// store data of a different type.
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//
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// HaX stores 3 kinds of nodes
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// - Pixel data.
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// - Polygon geometry data.
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// - Meta data only.
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//
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// Pixel Nodes stores pixels in a layer stack. A layer may store things like Albedo, Roughness,
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// Reflectance, Light maps, Masks, Normal maps, and Displacement. Layers use the channels of the
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// layers to store things like color. The length of the layer stack is determined by the type and
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// dimensions stored in the
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//
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// Geometry data is stored in 3 separate layer stacks for: vertex data, corner data and face data. The
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// vertex data stores things like verities, blend shapes, weight maps, and vertex colors. The first
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// layer in a vertex stack has to be a 3 channel layer named "position" describing the base position
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@@ -63,7 +63,7 @@
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// for things like UV, normals, and adjacency. The first layer in a corner stack has to be a 1 channel
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// integer layer named "index" describing the vertices used to form polygons. The last value in each
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// polygon has a negative - 1 index to indicate the end of the polygon.
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//
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// Example:
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// A quad and a tri with the vertex index:
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// [0, 1, 2, 3] [1, 4, 2]
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@@ -72,7 +72,7 @@
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// The face stack stores values per face. the length of the face stack has to match the number of
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// negative values in the index layer in the corner stack. The face stack can be used to store things
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// like material index.
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//
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// Storage
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// -------
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// All data is stored in little endian byte order with no padding. The layout mirrors the structs
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