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use ;
// A .pak file "Mesh" has the following basic structure:
// Mesh -> Primitive[] -> LevelOfDetail[] -> Meshlet[]
//
// Where:
// "->": Specifies "Owns a"
// "[]": Specifies "Array of"
// Mesh: A collection of primitives
// Primitive: A list of triangles with a material
// Level of Detail: LOD0..N where each level is half the vertices
// Meshlet: The actual index/vertex data for rendering!
//
// Meshes may be:
// - Just a mesh, index/vertex buffers
// - Mesh + Shadow mesh (same as above but shadow mesh is just positions)
// - Mesh + Shadow + LODs (mesh and shadow mesh each have separate LODs)
// - Mesh + Shadow + LODs all as meshlets (small localized groups of triangles)
//
// ...and more! See the getting started docs at:
// https://github.com/attackgoat/screen-13/blob/master/examples/getting-started.md