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object --+ | utils.graph.DetailNode --+ | utils.graph.GlobalNode --+ | object_models.xml.struct_.StructBase --+ | NifFormat._NiObject --+ | NifFormat.NiObject --+ | NifFormat._NiGeometryData
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Inherited from |
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Inherited from Inherited from Inherited from Inherited from Inherited from Inherited from Inherited from |
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Inherited from Inherited from |
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_attribute_list =
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_attrs =
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_games =
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_has_links = True
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_has_refs = True
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_is_template = False
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_names =
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Inherited from Inherited from |
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additional_data Unknown. |
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bitangents Bitangent vectors. |
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bs_num_uv_sets Bethesda's version of this field for nif versions 20.2.0.7 and up. |
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center Center of the bounding box (smallest box that contains all vertices) of the mesh. |
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compress_flags Unknown. |
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consistency_flags Consistency Flags |
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has_normals Do we have lighting normals? These are essential for proper lighting: if not present, the model will only be influenced by ambient light. |
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has_uv Do we have UV coordinates?Note: for compatibility with NifTexture, set this value to either 0x00000000 or 0xFFFFFFFF. |
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has_vertex_colors Do we have vertex colors? These are usually used to fine-tune the lighting of the model.Note: how vertex colors influence the model can be controlled by having a NiVertexColorProperty object as a property child of the root node. |
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has_vertices Is the vertex array present? (Always non-zero.) |
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keep_flags Used with NiCollision objects when OBB or TRI is set. |
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normals The lighting normals. |
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num_uv_sets The lower 6 (or less?) bits of this field represent the number of UV texture sets. |
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num_vertices Number of vertices. |
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radius Radius of the mesh: maximal Euclidean distance between the center and all vertices. |
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tangents Tangent vectors. |
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unknown_13_shorts Unknown, always 0? |
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unknown_int Unknown identifier. |
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uv_sets The UV texture coordinates. |
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vertex_colors The vertex colors. |
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vertices The mesh vertices. |
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Inherited from |
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_attribute_list
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_attrs
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_names
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additional_dataUnknown.
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bitangentsBitangent vectors.
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bs_num_uv_setsBethesda's version of this field for nif versions 20.2.0.7 and up. Only a single bit denotes whether uv's are present. For example, see meshes/architecture/megaton/megatonrampturn45sml.nif in Fallout 3.
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centerCenter of the bounding box (smallest box that contains all vertices) of the mesh.
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compress_flagsUnknown.
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consistency_flagsConsistency Flags
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has_normalsDo we have lighting normals? These are essential for proper lighting: if not present, the model will only be influenced by ambient light.
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has_uvDo we have UV coordinates?Note: for compatibility with NifTexture, set this value to either 0x00000000 or 0xFFFFFFFF.
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has_vertex_colorsDo we have vertex colors? These are usually used to fine-tune the lighting of the model.Note: how vertex colors influence the model can be controlled by having a NiVertexColorProperty object as a property child of the root node. If this property object is not present, the vertex colors fine-tune lighting.Note 2: set to either 0 or 0xFFFFFFFF for NifTexture compatibility.
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has_verticesIs the vertex array present? (Always non-zero.)
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keep_flagsUsed with NiCollision objects when OBB or TRI is set.
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normalsThe lighting normals.
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num_uv_setsThe lower 6 (or less?) bits of this field represent the number of UV texture sets. The other bits are probably flag bits. For versions 10.1.0.0 and up, if bit 12 is set then extra vectors are present after the normals.
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num_verticesNumber of vertices. For NiPSysData this is max particles.
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radiusRadius of the mesh: maximal Euclidean distance between the center and all vertices.
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tangentsTangent vectors.
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unknown_13_shortsUnknown, always 0?
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unknown_intUnknown identifier. Always 0.
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uv_setsThe UV texture coordinates. They follow the OpenGL standard: some programs may require you to flip the second coordinate.
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vertex_colorsThe vertex colors.
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verticesThe mesh vertices.
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