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@ -76,17 +76,29 @@ struct Land
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struct LandData
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struct LandData
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{
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{
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// Initial reference height for the first vertex, only needed for filling mHeights
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float mHeightOffset;
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float mHeightOffset;
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// Height in world space for each vertex
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float mHeights[LAND_NUM_VERTS];
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float mHeights[LAND_NUM_VERTS];
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// 24-bit normals, these aren't always correct though. Edge and corner normals may be garbage.
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VNML mNormals[LAND_NUM_VERTS * 3];
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VNML mNormals[LAND_NUM_VERTS * 3];
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// 2D array of texture indices. An index can be used to look up an ESM::LandTexture,
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// but to do so you must subtract 1 from the index first!
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// An index of 0 indicates the default texture.
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uint16_t mTextures[LAND_NUM_TEXTURES];
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uint16_t mTextures[LAND_NUM_TEXTURES];
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// 24-bit RGB color for each vertex
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unsigned char mColours[3 * LAND_NUM_VERTS];
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unsigned char mColours[3 * LAND_NUM_VERTS];
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// DataTypes available in this LandData, accessing data that is not available is an undefined operation
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int mDataTypes;
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int mDataTypes;
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// low-LOD heightmap (used for rendering the global map)
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// low-LOD heightmap (used for rendering the global map)
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signed char mWnam[81];
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signed char mWnam[81];
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// ???
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short mUnk1;
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short mUnk1;
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uint8_t mUnk2;
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uint8_t mUnk2;
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