hwVertex - describe the format of a HoverWare vertex


HasW 1B Does each vertex contain a homogeneous W component?
HasRGB 1B Does each vertex contain an RGB triple?
HasAlpha 1B Does each vertex contain an alpha?
HasNormals 1B Does each vertex contain a normal XYZ triple?
HasTangent 1B Does each vertex have a 4-component tangent vector (for bump/relief mapping)?
HasST 1B Does each vertex contain a texture S,T pair?
HasR 1B Does each vertex contain a texture R?
HasQ 1B Does each vertex contain a texture Q?
HasST1, HasST2, HasST3, HasST4, HasST5, HasST6, HasST7 1B Same as HasST for texture unit N
HasR1, HasR2, HasR3, HasR4, HasR5, HasR6, HasR7 1B Same as HasR for texture unit N
HasQ1, HasQ2, HasQ3, HasQ4, HasQ5, HasQ6, HasQ7 1B Same as HasQ for texture unit N


All vertex properties default to False


There is not really a hwVertex class; however, several HoverWare classes use these properties and inherit them from a pseudo-class. The classes which use these properties include:

Some of the properties are only valid to specify if another property is also specified. This is the complete list of such "dependent" properties:

Property Dependent upon:
HasAlpha HasRGB
HasR HasST
HasR1 HasST1
HasR2 HasST2
HasR3 HasST3
HasR4 HasST4
HasR5 HasST5
HasR6 HasST6
HasR7 HasST7
HasQ HasR
HasQ1 HasR1
HasQ2 HasR2
HasQ3 HasR3
HasQ4 HasR4
HasQ5 HasR5
HasQ6 HasR6
HasQ7 HasR7

The data in a vertex is specified in the same order as the list of flags above. Each data element consists of one, two, or three floating point numbers. All vertices implicitly contain an XYZ coordinate triple, regardless of any other flag settings. This triple is always the first element in each vertex. HoverWare therefore supports from 3 (if no flags are specified) to 47 (if all possible flags are specified) floats per vertex.


    /* TBD */


    # TBD


hw, hwMesh, hwPolygon, hwQuads, hwStrip, hwTriangles