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Mirrors --export-glb (WOM -> .glb) for the WOB format. Buildings now also reach the modern web 3D viewer ecosystem with zero conversion: wowee_editor --export-wob-glb House # -> House.glb wowee_editor --export-wob-glb House out.glb Mapping for multi-group buildings: - Per-group vertex arrays merged into a single global pool packed into the BIN chunk (positions, normals, UVs interleaved by section). - Each group becomes one primitive in a single mesh. - Per-group indices offset by the group's vertex base so the merged pool indexing still resolves to the right vertices. - Per-group indices accessor sliced from a shared bufferView via byteOffset (no buffer duplication). - mode=4 (TRIANGLES), uint32 indices, vec3 float positions/normals, vec2 float UVs — same layout as --export-glb. Verified on a 2-group building (4-vert floor + 3-vert wall, 9 indices total): output .glb has 7 verts, 2 primitives with the right per-group index counts (6 floor, 3 wall) sliced from the shared 36-byte index bufferView. BIN = 7*32 + 9*4 = 260 bytes. |
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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||