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authorapatrick@google.com <apatrick@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-11-12 19:56:24 +0000
committerapatrick@google.com <apatrick@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-11-12 19:56:24 +0000
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parentdfe9d1d2de7fd8d244599b79a22898cce8df7c81 (diff)
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Made all line endings consistently LF and added svn:eol-style=LF property to files with these names / extensions.
c cc h mm txt idl py js html css gyp gypi xml shader json htm README DEPS git-svn-id: svn://svn.chromium.org/chrome/trunk/src@31811 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/serializer')
-rw-r--r--o3d/serializer/cross/README.txt134
1 files changed, 67 insertions, 67 deletions
diff --git a/o3d/serializer/cross/README.txt b/o3d/serializer/cross/README.txt
index 9292bfb..17c04ef 100644
--- a/o3d/serializer/cross/README.txt
+++ b/o3d/serializer/cross/README.txt
@@ -1,67 +1,67 @@
-These are the formats for the various O3D objects that can be stored in binary.
-
-NOTE:
-All int16, uint16, int32, uint32 and floats are stored in LITTLE ENDIAN format.
-
------------------------- Buffer ------------------------------------------------
-A Buffer (VertexBuffer, SourceBuffer, IndexBuffer) are all stored as follows.
-
-// Header
-uint8[4] id : A 4 byte ID with the ascii characters "BUFF"
-int32 version : A version number. Must be 1
-int32 numFields : The number of fields in the buffer.
-
-// For each field
- uint8 fieldType : Type of field. 1 = FloatField, 2 = UInt32Field, 3 = UByteNField.
- uint8 numComponents : The number of components for that field.
-// End for
-
-// stored once.
-uint32 numElements : The number of elements in the buffer.
-
-// For each field. Depending on the type of field
- // If FloatField
- float[numElements * numComponents]
-
- // If UInt32Field
- uint32[numElements * numComponents]
-
- // If UByteNField
- uint8[numElements * numComponents]
-// End for
-
-
------------------------- Curve -------------------------------------------------
-A Curve is stored as follows.
-
-// Header
-uint8[4] id : A 4 byte ID with the ascii characters "CURV"
-int32 version : A version number. Must be 1
-
-// For each key in the Curve
- uint8 keyType : The type of key. 1 = StepCurveKey, 2 = LinearCurveKey, 3 = BezierCurveKey
- float input : The input of the key
- float output : The output of the key
- // If it is a BezierCurveKey
- float inTangentX : the x component of the in tangent.
- float inTangentY : the y component of the in tangent.
- float outTangentX : the x component of the out tangent.
- float outTangentY : the y component of the out tangent.
-// End for
-
-
------------------------- Skin --------------------------------------------------
-A Skin is stored as follows.
-
-// Header
-uint8[4] id : A 4 byte ID with the ascii characters "SKIN"
-int32 version : A version number. Must be 1
-
-// For each vertex in the skin
- int32 numInfluences : The number of influences on this vertex.
- // For each influence
- int32 matrixIndex : the Index of a matrix that affects this vertex.
- float weight : The weight for this matrix.
- // End for each influence
-// End for each vertex
-
+These are the formats for the various O3D objects that can be stored in binary.
+
+NOTE:
+All int16, uint16, int32, uint32 and floats are stored in LITTLE ENDIAN format.
+
+------------------------ Buffer ------------------------------------------------
+A Buffer (VertexBuffer, SourceBuffer, IndexBuffer) are all stored as follows.
+
+// Header
+uint8[4] id : A 4 byte ID with the ascii characters "BUFF"
+int32 version : A version number. Must be 1
+int32 numFields : The number of fields in the buffer.
+
+// For each field
+ uint8 fieldType : Type of field. 1 = FloatField, 2 = UInt32Field, 3 = UByteNField.
+ uint8 numComponents : The number of components for that field.
+// End for
+
+// stored once.
+uint32 numElements : The number of elements in the buffer.
+
+// For each field. Depending on the type of field
+ // If FloatField
+ float[numElements * numComponents]
+
+ // If UInt32Field
+ uint32[numElements * numComponents]
+
+ // If UByteNField
+ uint8[numElements * numComponents]
+// End for
+
+
+------------------------ Curve -------------------------------------------------
+A Curve is stored as follows.
+
+// Header
+uint8[4] id : A 4 byte ID with the ascii characters "CURV"
+int32 version : A version number. Must be 1
+
+// For each key in the Curve
+ uint8 keyType : The type of key. 1 = StepCurveKey, 2 = LinearCurveKey, 3 = BezierCurveKey
+ float input : The input of the key
+ float output : The output of the key
+ // If it is a BezierCurveKey
+ float inTangentX : the x component of the in tangent.
+ float inTangentY : the y component of the in tangent.
+ float outTangentX : the x component of the out tangent.
+ float outTangentY : the y component of the out tangent.
+// End for
+
+
+------------------------ Skin --------------------------------------------------
+A Skin is stored as follows.
+
+// Header
+uint8[4] id : A 4 byte ID with the ascii characters "SKIN"
+int32 version : A version number. Must be 1
+
+// For each vertex in the skin
+ int32 numInfluences : The number of influences on this vertex.
+ // For each influence
+ int32 matrixIndex : the Index of a matrix that affects this vertex.
+ float weight : The weight for this matrix.
+ // End for each influence
+// End for each vertex
+