PIE 5 texture coords are also supposed to be read from the bottom left (designed to be completely opengl compatible), whereas PIE 2 texture coords are from the top left.
On Jan 10, 2008 9:58 AM, Dennis Schridde <[EMAIL PROTECTED]> wrote: > Am Donnerstag, 10. Januar 2008 17:13:38 schrieb Per Inge Mathisen: > > On Jan 10, 2008 4:49 PM, Gerard Krol <[EMAIL PROTECTED]> > wrote: > > > What would be the difference with the currently existing PIE5 format, > > > and why not convert everything to PIE5? > > > > I could not find any information on the PIE5 format anywhere. > http://wiki.wz2100.net/PIE_models says: > PIE version 5 supports floating point texture and vertex coordinates. > Maximum > number of vertices is 768 and maximum polygons supported is 512. There > should > be exactly 3 vertices per polygon (polygons can share vertices). > > Those are the differences against PIE4 I worked out together with Kage and > Grim. > > I added some generic information on the different versions of the format > and > merged the PIE5 draft in. Since the only remaining difference between PIE5 > and PIE6 was the demand for a TEXTURE and FLAGS+200, I put those 2 also in > PIE5 and removed PIE6. > > Further I do think we should cleanup PIE5 from any old cruft "for > backwards > compatibility". > Warzone 2100 1.x, PieSlicer or any other legacy application cannot parse > PIE5 > anyway, so we should not care about that. > At least Warzone 2100 1.x (and I hope PieSlicer, too) checks the first > line of > each file to match in version, so there will not be any problem, either. > > --Dennis > > _______________________________________________ > Warzone-dev mailing list > [email protected] > https://mail.gna.org/listinfo/warzone-dev > >
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