![]() ![]() *03Ch*/ uint16_t flag_use_liquid_type_dbc_id : 1 // use real liquid type ID from DBCs instead of local one. *03Ch*/ uint16_t flag_use_unified_render_path : 1 // In 3.3.5a this flag switches between classic render path (MOHD color is baked into MOCV values, all three batch types have their own rendering logic) and unified (MOHD color is added to lighting at runtime, int. *03Ch*/ uint16_t flag_do_not_attenuate_vertices_based_on_distance_to_portal : 1 *024h*/ CAaBox ⁱ bounding_box // in the alpha, this bounding box was computed upon loading *01Ch*/ CArgb ⁱ ambColor // Color settings for base (ambient) color. *00Ch*/ uint32_t nLights // Blizzard seems to add one to the MOLT entry count when there are MOLP chunks in the groups (and maybe for MOLS too?) ᵘ There has been no other additional data, rather than just everything being wrapped. Rather than all chunks being top level, they have been wrapped in MOMO. This section only applies to versions ≤ (0.). Only used in v14. There never have been any additional versions after the alpha, even though the format changed a lot. 3.16.1 how to determine LiquidTypeRec to use.3.15.1 CMapObjGroup::FixColorVertexAlpha.2.4.7 void CMapObj::CreateMaterial (unsigned int materialId). ![]()
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