VHV: Difference between revisions
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// per mesh to transfer each mesh individually. | // per mesh to transfer each mesh individually. | ||
}} | }} | ||
Due to their purpose-formatted nature, they are not particularly reusable. Third party VRAD compilers{{where}} should be used if desiring to use custom vertex colors in a way that wouldn't normally be generated by VRAD's static prop lighting calculations. | |||
== See also == | == See also == |
Revision as of 12:35, 27 March 2024
VHV files (Valve Hardware Verts) stores pre-baked vertex colors used for "per-vertex" static prop lighting, in a format designed to be very cheap to upload to the GPU.
Description from public/materialsystem/hardwareverts.h
:
// Contains data purposely formatted for a dma copy into a D3D Vertex Buffer. // The file is divided into two partitions, the foremost contains the static // portion (header), the latter contains the streamable compliant portion. // The streamable component starts and ends on a sector (512) aligned boundary. // The header identifies the vertex format of the data and the atomic sizes of each component. // The hierarchial mesh is flattened for dma but the vertex counts are available // per mesh to transfer each mesh individually.
Due to their purpose-formatted nature, they are not particularly reusable. Third party VRAD compilers[Where?] should be used if desiring to use custom vertex colors in a way that wouldn't normally be generated by VRAD's static prop lighting calculations.
See also
- PPL, the equivalent for lightmapped props