Hello all!
I'm not sure if this was the right place to post but I need an insight from one of the emulator developers here on how the PS2 handles the vertex format codes game developed have used to define how vertex data/face data is stored and loaded.
I've been doing research into various PS2 title file-formats and presently working on a game called Resident Evil Dead Aim.
They store their models in a csf fileformat. It uses triangle strips like most ps2 games
however if you read in the trips you notice there are a few that appear flipped
Now I really doubt they don't use back-face culling. I have no idea why they randomly flip the strips like this could someone possibly help. After doing some research into this I've read that some developers use VIFcodes to determine how the vertex structures are basically structured and such.
Attached mesh file along with obj representation
https://dl.dropboxusercontent.com/u/1079...Sample.zip
I'm not sure if this was the right place to post but I need an insight from one of the emulator developers here on how the PS2 handles the vertex format codes game developed have used to define how vertex data/face data is stored and loaded.
I've been doing research into various PS2 title file-formats and presently working on a game called Resident Evil Dead Aim.
They store their models in a csf fileformat. It uses triangle strips like most ps2 games
however if you read in the trips you notice there are a few that appear flipped
Now I really doubt they don't use back-face culling. I have no idea why they randomly flip the strips like this could someone possibly help. After doing some research into this I've read that some developers use VIFcodes to determine how the vertex structures are basically structured and such.
Attached mesh file along with obj representation
https://dl.dropboxusercontent.com/u/1079...Sample.zip