Vertex List
FIELD |
FORMAT |
DESCRIPTION |
X |
Floating Point |
X position
of Vertex |
Y |
Floating Point |
Y position
of Vertex |
Z |
Floating Point |
Z position
of Vertex |
Face List
FIELD |
FORMAT |
DESCRIPTION |
Face Type |
Hexadecimal |
Type of
Face ( Hex format)
0 - Texture Mapped
1 - Flat Shaded ( Legacy value, which should not be
used)
Setting
the top bit ( e.g. 80) indicates that the face should
not be used to calculate a vertex normal. |
2 Faces |
Decimal |
0 - Face
is Single sided
1 - Face is Double sided |
RGB Colours |
Decimal |
Two pairs
of decimal triples - one for each of the two possible
faces.
This is a legacy field used for flat shading. |
Textures |
ASCII characters |
Two pairs
of strings which specify the name of a texture map file.
This is a legacy field. |
No. Vertices |
Decimal |
Number of Vertices in face - either 3
or 4 |
Vertices |
Decimal |
Index of a Vertex in the Vertex List.
Either 3 or 4 such indices should be specified dependent
up on how many vertices describe the face. |
Texture Coordinates |
Decimal |
List of X, Y coordinates into the
desired Texture Map. One pair of coordinates should
exist for each of the face's vertices. |
The vertices used to describe the faces should be
arranged in an anti-clockwise order.
Objects which are used to describe cylinders take the
form of a thin longitudinal slither and effectively represent nothing
more than a profile.