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authorgingerBill <bill@gingerbill.org>2022-01-17 19:00:47 +0000
committergingerBill <bill@gingerbill.org>2022-01-17 19:00:47 +0000
commitc85ac955f798fefd149a5eeaecabf0713210b152 (patch)
treeef9ca75b6f5cfc1630314c19ea0a7a9378f89b5d /core/encoding
parent97922406fec4296ce0732d1eefa0b9d7c943086f (diff)
Simplify docs to hide the copyright
Diffstat (limited to 'core/encoding')
-rw-r--r--core/encoding/hxa/doc.odin12
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