#include "meshsave.h"
#include <Max.h>
#include <stdmat.h>
#include <modstack.h>
#include "gamemtl.h"
#include "errclass.h"
#include "vxl.h"
#include "vxldbg.h"
#include "nodelist.h"
#include "hiersave.h"
#include "util.h"
#include "w3dappdata.h"
#include "skin.h"
#include "skindata.h"
#include "meshbuild.h"
#include "alphamodifier.h"
#include "aabtreebuilder.h"
#include "exportlog.h"
Go to the source code of this file.
◆ DEBUG_VOXELS
◆ DIFFUSE_COLOR_TEXTURE_MASK
| #define DIFFUSE_COLOR_TEXTURE_MASK 0x4443005A |
◆ DIFFUSE_COLOR_TEXTURE_PREFIX
| #define DIFFUSE_COLOR_TEXTURE_PREFIX 0x44434d5A |
◆ DIFFUSE_HOUSECOLOR_TEXTURE_PREFIX
| #define DIFFUSE_HOUSECOLOR_TEXTURE_PREFIX 0x4443485A |
◆ MIN_AABTREE_POLYGONS
| #define MIN_AABTREE_POLYGONS 8 |
◆ Compute_3x3_Determinant()
| float Compute_3x3_Determinant |
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const Matrix3 & | tm | ) |
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◆ getMaterialUV()
| void getMaterialUV |
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UVVert & | tvert, |
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unsigned int | diffuse, |
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unsigned int * | materialColors, |
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int & | numMaterialColors, |
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int & | numHouseColors, |
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bool | house ) |
- Todo
- : MW: Remove hard-coded texture size
- Todo
- : MW: Remove hard-coded texture size
- Todo
- : MW: Remove hard-coded texture size
Definition at line 452 of file meshsave.cpp.
◆ isTexturedMaterial()
| int isTexturedMaterial |
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Mtl * | mtl | ) |
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◆ setup_mesh_attributes()
| uint32 setup_mesh_attributes |
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INode * | node | ) |
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◆ use_simple_rendering()
| bool use_simple_rendering |
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int | geo_type | ) |
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◆ VOXEL_RESOLUTION
| const int VOXEL_RESOLUTION = 64 |