Game Development Reference
In-Depth Information
Figure 3-11. The Delta Engine automatically merges images into atlas textures and remaps UVs
Importing into the Delta Engine
Once we were done figuring out all the differences and issues between different exported models and formats, it was
time to import all models for use in the Labyrinth game. In the Delta Engine, ):this is done with the ContentManager
tool (see Figure 3-12 ). All you have to do is to create a content project and drag and drop files you want to be used into
your project. The imported content is then converted to optimized native file formats (e.g., images will become . dds ,
. etc , or . pvr textures depending on the platform). For the imported FBX models, all unneeded data is stripped out and
just the vertices and indices are stored. In the Labyrinth game, each vertex of all the 3D meshes just uses a position,
a normal vector, and the UV coordinates. All vertices sharing the same data are also merged and referenced via the
indices array. In addition, vertex data is compressed for mobile platforms using 8-bit and 16-bit values instead of full
32-bit float values (see the next section for more information).
 
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