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@ -168,8 +168,9 @@ appear before they are referenced.
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The remaining formats are generic and specify only the semantic
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meaning of the channels. The size of the texels is determined by
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the width of the components in the image file. RGBA is the most
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general; RGB is the same, but without any alpha channel. RGBM is
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like RGBA, except that it requests only one bit of alpha, if the
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general; RGB is the same, but without any alpha channel.
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RGBM is like RGBA, except that it requests only one bit of alpha, if the
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graphics card can provide that, to leave more room for the RGB
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components, which is especially important for older 16-bit
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graphics cards (the "M" stands for "mask", as in a cutout).
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@ -211,7 +212,7 @@ appear before they are referenced.
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Although less often used, for 3-d textures wrapw may also be
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specified, and it behaves similarly to wrapu and wrapv.
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There are other legal values in addtional to REPEAT and CLAMP.
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There are other legal values in additional to REPEAT and CLAMP.
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The full list is:
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CLAMP
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@ -1083,7 +1084,7 @@ surfaces. External tools like egg-qtess, however, may respect them.
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<Scalar> type { curve-type }
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This defines the semanting meaning of this curve, either XYZ, HPR,
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This defines the semantic meaning of this curve, either XYZ, HPR,
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or T. If the type is XYZ, the curve will automatically be
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transformed between Y-up and Z-up if necessary; otherwise, it will
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be left alone.
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@ -1137,7 +1138,7 @@ surfaces. External tools like egg-qtess, however, may respect them.
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These define the number of subdivisions to make in the U and V
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directions to represent the surface. A uniform subdivision is
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always made, and trim curves are not respected (though they will
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be drawn in if the trim curves themselves also have a subiv
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be drawn in if the trim curves themselves also have a subdiv
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parameter). This is only intended as a cheesy visualization.
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@ -1194,7 +1195,7 @@ surfaces. External tools like egg-qtess, however, may respect them.
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Although the egg syntax supports trim curves, there are at present
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no egg processing tools that respect them. For instance, egg-qtess
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ignores trim curves and always tesselates the entire NURBS surface.
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ignores trim curves and always tessellates the entire NURBS surface.
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MORPH DESCRIPTION ENTRIES
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@ -1310,6 +1311,15 @@ GROUPING ENTRIES
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vertices; joints and morphs appearing outside of a hierarchy
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identified with a <Dart> flag are undefined.
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<Dart> { structured }
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This is an optional alternative for the <Dart> flag.
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By default, Panda will collapse all of the geometry in a group (with the <Dart> { 1 } flag)
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a single node. While this is optimal for conditions such as characters moving around
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a scene, it may be suboptimal for larger or more complex characters.
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This entry is typically generated by the egg-optchar program with the "-dart structured" flag.
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<Dart> { structured } implies <Dart> { 1 }.
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<Switch> { boolean-value }
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This attribute indicates that the child nodes of this group
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@ -1619,7 +1629,8 @@ GROUPING ENTRIES
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There may also be additional predefined egg object types not
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listed here; see the *.pp files that are installed into the etc
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directory for a complete list.
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directory for a complete list. Additionally, you can reference
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the file located in $PANDA/src/doc/howto.MultiGenModelFlags
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<Transform> { transform-definition }
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@ -1746,8 +1757,8 @@ GROUPING ENTRIES
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and it may contain other joints.
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A tree of <Joint> nodes only makes sense within a character
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definition, which is created by applying the <DART> flag to a group.
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See <DART>, above.
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definition, which is created by applying the <Dart> flag to a group.
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See <Dart>, above.
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The vertex assignment is crucial. This is how the geometry of a
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character is made to move with the joints. The character's geometry
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@ -1913,6 +1924,10 @@ ANIMATION STRUCTURE
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animated model description. Without the <Dart> flag, joints will be
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treated as ordinary groups, and morphs will be ignored.
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It is important to note that utilizing <Dart> { 1 } will collapse all of the
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model's geometry into a single node. To omit this, use <Dart> { structured } instead.
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(See <Dart> above.)
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In the above, UPPERCASE NAMES represent an arbitrary name that you
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may choose. The name of the enclosing group, CHARACTER_NAME, is
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taken as the name of the animated model. It should generally match
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