It doesn't seem like it was given a proper look-over, as I am comparing data with the map of Kokiri Forest, and the ordering actually appears to be:
a and c = X and Z position of first display list (using rendering distance) b and d = X and Z position of second display list (using rendering distance)
More appropriately: a and b = X positions, c and d = Z positions.
NOT "a and b, c and d", because I used an actor to position the hex of the Twin's House:
046E 00AE 025B 0133 03008ED8 00000000
0x046E = 1134
0x025B = 603
I also noted that type 2 mesh DOES NOT use distance. In fact, based on a position I used, everything rendered when Link was FACING that position... NOT when Link was at a certain distance.
Result of observation:
This is useful for building large maps, and can help a ton for those making high-quality 3D maps. Mesh types 0 and 1 are not good in terms of this.
It also seems as though the ground is connected to a central path component:
02C0 0132 00AF 0A0A 03004860 03018048
My guess is that when there's 2 display lists connected, they share rendering together, and will render together based on either x and z positions. But I have not tested this.
Question
Airikita
I'm currently revising mesh header type 2 from the wiki:
http://wiki.spinout182.com/w/Maps_and_Scenes#Mesh_Header
It doesn't seem like it was given a proper look-over, as I am comparing data with the map of Kokiri Forest, and the ordering actually appears to be:
a and c = X and Z position of first display list (using rendering distance)
b and d = X and Z position of second display list (using rendering distance)
More appropriately: a and b = X positions, c and d = Z positions.
NOT "a and b, c and d", because I used an actor to position the hex of the Twin's House:
046E 00AE 025B 0133 03008ED8 00000000
0x046E = 1134
0x025B = 603
I also noted that type 2 mesh DOES NOT use distance. In fact, based on a position I used, everything rendered when Link was FACING that position... NOT when Link was at a certain distance.
Result of observation:
This is useful for building large maps, and can help a ton for those making high-quality 3D maps. Mesh types 0 and 1 are not good in terms of this.
It also seems as though the ground is connected to a central path component:
02C0 0132 00AF 0A0A 03004860 03018048
My guess is that when there's 2 display lists connected, they share rendering together, and will render together based on either x and z positions. But I have not tested this.
Link to comment
Share on other sites
2 answers to this question
Recommended Posts