|
 |
The new mesh syntax is designed for use in conversion from other
file formats. MESH2 :
mesh2{
VECTORS...
LISTS... |
INDICES... |
MESH_MODIFIERS
}
VECTORS :
vertex_vectors
{
number_of_vertices,
<vertex1>, <vertex2>, ...
}|
normal_vectors
{
number_of_normals,
<normal1>, <normal2>, ...
}|
uv_vectors
{
number_of_uv_vectors,
<uv_vect1>, <uv_vect2>, ...
}
LISTS :
texture_list
{
number_of_textures,
texture { Texture1 },
texture { Texture2 }, ...
}|
INDICES :
face_indices
{
number_of_faces,
<index_a, index_b, index_c> [,texture_index [,
texture_index, texture_index]],
<index_d, index_e, index_f> [,texture_index [,
texture_index, texture_index]],
...
}|
normal_indices
{
number_of_faces,
<index_a, index_b, index_c>,
<index_d, index_e, index_f>,
...
}|
uv_indices {
number_of_faces,
<index_a, index_b, index_c>,
<index_d, index_e, index_f>,
...
}
MESH_MODIFIER :
inside_vector <direction> | OBJECT_MODIFIERS
mesh2 has to be specified in the order
VECTORS..., LISTS..., INDICES.... The
normal_vectors , uv_vectors , and
texture_list sections are optional. If the number of
normals equals the number of vertices then the normal_indices
section is optional and the indexes from the
face_indices section are used instead. Likewise for the
uv_indices section.
Note: that the numbers of uv_indices
must equal number of faces.
The indexes are ZERO-BASED! So the first item in each list has an
index of zero.
2.4.2.4.1 Smooth and Flat triangles
in the same mesh
You can specify both flat and smooth triangles in the same mesh.
To do this, specify the smooth triangles first in the
face_indices section, followed by the flat triangles.
Then, specify normal indices (in the normal_indices
section) for only the smooth triangles. Any remaining triangles that
do not have normal indices associated with them will be assumed to
be flat triangles.
2.4.2.4.2 Mesh Triangle
Textures
To specify a texture for an individual mesh triangle, specify a
single integer texture index following the face-index vector for
that triangle.
To specify three textures for vertex-texture interpolation,
specify three integer texture indices (separated by commas)
following the face-index vector for that triangle.
Vertex-texture interpolation and textures for an individual
triangle can be mixed in the same mesh |
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