96 lines
2.8 KiB
Plaintext
96 lines
2.8 KiB
Plaintext
// sphere models
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// recalibrated to match planet sphere lodding
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Model: Sphere_low
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Sphere: 16x8
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Model: Sphere_med
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Sphere: 32x16
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LOD: Sphere_low > 64
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Model: Sphere_high
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Sphere: 64x32
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LOD: Sphere_med > 48
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Model: Sphere_vhigh
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Sphere: 128x64
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LOD: Sphere_high > 32
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Model: Sphere_max
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Sphere: 256x128
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LOD: Sphere_vhigh > 16
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// planet spheres are more or less the same as the engine generated ones, but with 3 different highly customized uv's that makes the planet tiling+parallaxing possible.
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// the vertex paint channels got a bunch of polar gradients that more or less goes like this:
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// red: clamp(abs(uv.y * 2.0 -1.0) * 3.0 - 1.0, 0.0, 1.0)
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// green: abs(uv.y * 2.0 - 1.0)
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// blue: max(0.0, abs(uv.y * 2.0 - 1.0) * 4.0 - 3.0)
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//48 tris
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Model: Planet_Sphere_low
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Mesh: data/models/spheres/planet_sphere_lod4.ogex
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//224 tris
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Model: Planet_Sphere_med
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Mesh: data/models/spheres/planet_sphere_lod3.ogex
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// LOD: Planet_Sphere_low > 64
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//960
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Model: Planet_Sphere_high
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Mesh: data/models/spheres/planet_sphere_lod2.ogex
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LOD: Planet_Sphere_med > 48
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// 3.968 tris
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Model: Planet_Sphere_vhigh
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Mesh: data/models/spheres/planet_sphere_lod1.ogex
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LOD: Planet_Sphere_high > 32
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// 16.128 tris
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Model: Planet_Sphere_max
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Mesh: data/models/spheres/planet_sphere_lod0.ogex
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LOD: Planet_Sphere_vhigh > 16
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// moon spheres, like planet spheres with different masks and uv's tailored for their needs without having to do run time math. Object oriented assets yeaiih!!
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//48 tris
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Model: Moon_Sphere_low
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Mesh: data/models/spheres/moon_sphere_lod3.ogex
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//224 tris
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Model: Moon_Sphere_med
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Mesh: data/models/spheres/moon_sphere_lod2.ogex
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// LOD: Moon_Sphere_low > 48
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//960
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Model: Moon_Sphere_high
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Mesh: data/models/spheres/moon_sphere_lod1.ogex
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LOD: Moon_Sphere_med > 32
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// 3.968 tris
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Model: Moon_Sphere_max
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Mesh: data/models/spheres/moon_sphere_lod0.ogex
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LOD: Moon_Sphere_high > 16
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// Ico spheres got a very even vert distribution, making them very useful for running detailed per vertex instructions.
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// lod0 is 20.480 tris, lod4 is 80 tris.
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// Each lod comes with a simple spherical uv, with pretty poor seaming, since the geometry is not uv friendly.
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// In the vertex color channel is a polar gradient for blending origo xz/atan() based projections.
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// uv2 and uv3 is unused
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Model: Ico_Sphere_low
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// 80 tris
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Mesh: data/models/spheres/sun_sphere_lod4.ogex
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Model: Ico_Sphere_med
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// 320 tris
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Mesh: data/models/spheres/sun_sphere_lod3.ogex
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LOD: Ico_Sphere_low > 90
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Model: Ico_Sphere_high
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// 1.2080 tris
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Mesh: data/models/spheres/sun_sphere_lod2.ogex
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LOD: Ico_Sphere_med > 60
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Model: Ico_Sphere_vhigh
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// 5.120 tris
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Mesh: data/models/spheres/sun_sphere_lod1.ogex
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LOD: Ico_Sphere_high > 20
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Model: Ico_Sphere_max
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// 20.480 tris
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Mesh: data/models/spheres/sun_sphere_lod0.ogex
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LOD: Ico_Sphere_vhigh > 8
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