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
>
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