diff --git a/code/assbin_chunks.h b/code/assbin_chunks.h index 1c3255fbe..7612601c5 100644 --- a/code/assbin_chunks.h +++ b/code/assbin_chunks.h @@ -47,7 +47,7 @@ in <root>/tools/assimp_cmd/WriteDumb.cpp (yes, the 'b' is no typo ------------------------------------------------------------------------------- ---------------------- -| Header (500 bytes) | +| Header (512 bytes) | ---------------------- | Variable chunks | ---------------------- @@ -100,11 +100,12 @@ byte[64] Reserved for future use integer Magic chunk ID (ASSBIN_CHUNK_XXX) integer Chunk data length, in bytes (unknown chunks are possible, a good reader skips over them) + (chunk-data-length does not include the first two integers) -byte[n] length-of-chunk bytes of data, depending on the chunk type +byte[n] chunk-data-length bytes of data, depending on the chunk type Chunks can contain nested chunks. Nested chunks are ALWAYS at the end of the chunk, -their size is included in length-of-chunk. +their size is included in chunk-data-length. The chunk layout for all ASSIMP data structures is derived from their C declarations. The general 'rule' to get from Assimp headers to the serialized layout is: @@ -133,14 +134,14 @@ The general 'rule' to get from Assimp headers to the serialized layout is: [number of used uv channels times] integer mNumUVComponents[n] - float mTextureCoords[n][mNumUVComponents[n]] + float mTextureCoords[n][3] -> more than AI_MAX_TEXCOORD_CHANNELS can be stored. This allows Assimp builds with different settings for AI_MAX_TEXCOORD_CHANNELS to exchange - data. Unlike the in-memory format, only the used components of the - UV coordinates are written to disk. If mNumUVComponents[0] is 1, the - corresponding mTextureCoords array consists of mNumTextureCoords*1 - single floats. + data. + -> the on-disk format always uses 3 floats to write UV coordinates. + If mNumUVComponents[0] is 1, the corresponding mTextureCoords array + consists of 3 floats. - The array member block of aiMesh is prefixed with an integer that specifies the kinds of vertex components actually present in the mesh. This is a