diff options
| author | gingerBill <bill@gingerbill.org> | 2022-01-17 19:00:47 +0000 |
|---|---|---|
| committer | gingerBill <bill@gingerbill.org> | 2022-01-17 19:00:47 +0000 |
| commit | c85ac955f798fefd149a5eeaecabf0713210b152 (patch) | |
| tree | ef9ca75b6f5cfc1630314c19ea0a7a9378f89b5d /core/encoding | |
| parent | 97922406fec4296ce0732d1eefa0b9d7c943086f (diff) | |
Simplify docs to hide the copyright
Diffstat (limited to 'core/encoding')
| -rw-r--r-- | core/encoding/hxa/doc.odin | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/core/encoding/hxa/doc.odin b/core/encoding/hxa/doc.odin index 16b94a243..230d6ea66 100644 --- a/core/encoding/hxa/doc.odin +++ b/core/encoding/hxa/doc.odin @@ -27,7 +27,7 @@ // Construction history, or BSP trees would make the format too large to serve its purpose. // The facilities of the formats to store meta data should make the format flexible enough // for most uses. Adding HxA support should be something anyone can do in a days work. - +// // Structure: // ---------- // HxA is designed to be extremely simple to parse, and is therefore based around conventions. It has @@ -45,17 +45,17 @@ // of a number of named layers. All layers in the stack have the same number of elements. Each layer // describes one property of the primitive. Each layer can have multiple channels and each layer can // store data of a different type. - +// // HaX stores 3 kinds of nodes // - Pixel data. // - Polygon geometry data. // - Meta data only. - +// // Pixel Nodes stores pixels in a layer stack. A layer may store things like Albedo, Roughness, // Reflectance, Light maps, Masks, Normal maps, and Displacement. Layers use the channels of the // layers to store things like color. The length of the layer stack is determined by the type and // dimensions stored in the - +// // Geometry data is stored in 3 separate layer stacks for: vertex data, corner data and face data. The // vertex data stores things like verities, blend shapes, weight maps, and vertex colors. The first // layer in a vertex stack has to be a 3 channel layer named "position" describing the base position @@ -63,7 +63,7 @@ // for things like UV, normals, and adjacency. The first layer in a corner stack has to be a 1 channel // integer layer named "index" describing the vertices used to form polygons. The last value in each // polygon has a negative - 1 index to indicate the end of the polygon. - +// // Example: // A quad and a tri with the vertex index: // [0, 1, 2, 3] [1, 4, 2] @@ -72,7 +72,7 @@ // The face stack stores values per face. the length of the face stack has to match the number of // negative values in the index layer in the corner stack. The face stack can be used to store things // like material index. - +// // Storage // ------- // All data is stored in little endian byte order with no padding. The layout mirrors the structs |