mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-07 09:33:51 +00:00
Third and final glTF 2.0 binary exporter — terrain heightmaps now ship to the modern web 3D ecosystem alongside WOM models and WOB buildings: wowee_editor --export-whm-glb custom_zones/MyZone/MyZone_30_30 Mesh layout matches --export-whm-obj exactly (9x9 outer vertex grid per chunk, 8x8 quads -> 2 tris each, hole bits respected) so the .glb and .obj of the same source align spatially when overlaid. Per-chunk primitive scheme: - One global vertex pool (positions + normals interleaved by section). - One global index pool packed sequentially. - Each loaded chunk gets its own primitive sliced from the shared index bufferView via byteOffset. - Designers can hide chunks individually in three.js for area-by-area inspection of large terrains. v1 simplifications: - Normals synthesized as +Z (terrain Z-up). Real per-vertex normals with cross-chunk smoothing is a follow-up; viewers can compute their own from positions in the meantime. - No UVs (no per-chunk material yet — that depends on splat alpha layers which are a separate format problem). Verified on a 256-chunk scaffolded zone: 20736 verts, 32768 tris, 256 primitives. First chunk's primitive has 384 indices (128 tris × 3). Position accessor bounds match WoW coord system for tile (30, 30): min ~(533, 533), max ~(1067, 1067). Total .glb 929KB, all spec-compliant. |
||
|---|---|---|
| .. | ||
| 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 | ||