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{{ParadiseResourceTypeInfobox
The Renderable resource type is used for all model data in Burnout Paradise.
| name = Renderable
| othernames = RwRenderable and GtRenderable
| example = [[File:Paradise Renderable Example.png|frameless|200px]]<br />The Ikusa GT's engine block Renderable.
| id = 0xC
| category = Generic
| memdist = Header in Main Memory<br />Buffers in [[Bundle 2/Burnout Paradise#Memory types|secondary]]
| imports = 1 [[Material]] per mesh<br />[[Vertex Descriptor]]
| importedby = [[Model]]
| editor = Viewer only<br />Use [[Modding/Burnout Paradise|Noesis]]
}}
 
The Renderable resource type is used for all model data in Burnout Paradise; that is, Renderables contain the data used by each [[Model]] resource.
Renderable resources import [[Material|materials]] and [[Vertex Descriptor|vertex descriptors]]. They are imported by [[Model|models]].
 
Each Renderable contains one or more meshes, each of which is made up of an index buffer, a vertex buffer, and a set of [[Vertex Descriptor|vertex descriptors]]. The vertex descriptors define the data in the vertex buffers.
 
Renderables went through 11 revisions in development.
 
{| class="wikitable"
! Version !! Retirement date
|-
| 1 || 2006-09-13
|-
| 2 || 2006-10-24
|-
| 3 || 2006-11-09
|-
| 4 || 2006-12-07
|-
| 5 || 2007-01-19
|-
| 6 || 2007-02-01
|-
| 7 || 2007-02-05
|-
| 8 || 2007-03-14
|-
| 9 || 2007-04-12
|-
| 10 || 2007-05-15
|-
| 11 || 2009-01-08. Current version
|}
 
= Variants =
{{subpage|PlayStation 3|text=Information on the Renderable resource type used on PlayStation 3.}}
{{subpage|Xbox 360|text=Information on the Renderable resource type used on Xbox 360.}}
{{subpage|PC|text=Information on the Renderable resource type used on PC.}}
{{subpage|Remastered|text=Information on the Renderable resource type used in Burnout Paradise Remastered.}}