Closed walbourn closed 4 years ago
The SDKMESH Content Exporter tool supports:
static const ExportEnumValue VertexNormalTypes[] = {
{ "FLOAT3 (12 bytes)", "float3", D3DDECLTYPE_FLOAT3 },
{ "UBYTE4N Biased (4 bytes)", "ubyte4n", D3DDECLTYPE_UBYTE4N },
{ "SHORT4N (8 bytes)", "short4n", D3DDECLTYPE_SHORT4N },
{ "FLOAT16_4 (8 bytes)", "float16_4", D3DDECLTYPE_FLOAT16_4 },
{ "10:10:10:2 Biased (4 bytes)", "rgba_10", D3DDECLTYPE_DXGI_R10G10B10A2_UNORM },
{ "R11G11B10 Biased (4 bytes)", "r11g11b10", D3DDECLTYPE_DXGI_R11G11B10_FLOAT },
{ "R8G8B8A8 Signed (4 bytes)", "rgba_snorm", D3DDECLTYPE_DXGI_R8G8B8A8_SNORM },
{ "10:10:10 Signed A2 (4 bytes, Xbox)", "rgba_s10", D3DDECLTYPE_XBOX_R10G10B10_SNORM_A2_UNORM },
};
static const ExportEnumValue VertexColorTypes[] = {
{ "D3DCOLOR (4 bytes)", "bgra", D3DDECLTYPE_D3DCOLOR },
{ "UBYTE4N (4 bytes)", "rgba", D3DDECLTYPE_UBYTE4N },
{ "FLOAT4 (16 bytes)", "float4", D3DDECLTYPE_FLOAT4 },
{ "FLOAT16_4 (8 bytes)", "float16_4", D3DDECLTYPE_FLOAT16_4 },
{ "10:10:10:2 (4 byts)", "rgba_10", D3DDECLTYPE_DXGI_R10G10B10A2_UNORM },
{ "R11G11B10 (4 bytes)", "r11g11b10", D3DDECLTYPE_DXGI_R11G11B10_FLOAT },
};
The Meshconvert tool currently writes using the following vertex format for
SDKMESH
:Should provide an option to use smaller normal formats like
R11G11B10_FLOAT
, colors should be able to useR10G10B10A2_UNORM
orD3DDECLTYPE_DXGI_R11G11B10_FLOAT
, and could useDXGI_FORMAT_R16G16_FLOAT
for texture coords.