Renderable: Difference between revisions

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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 =
= Variants =
{{subpage|PlayStation 3|text=Information on the Renderable resource type used on PlayStation 3.}}
{{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.}}

Latest revision as of 12:25, 31 March 2024

Renderable
aka RwRenderable and GtRenderable

The Ikusa GT's engine block Renderable.
Resource names Unknown
Type ID 0xC
Category Generic
Memory
distribution
Header in Main Memory
Buffers in secondary
Imports 1 Material per mesh
Vertex Descriptor
Imported by Model
Editor
available?
Viewer only
Use 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.

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 descriptors. The vertex descriptors define the data in the vertex buffers.

Renderables went through 11 revisions in development.

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

PlayStation 3
Information on the Renderable resource type used on PlayStation 3.
Xbox 360
Information on the Renderable resource type used on Xbox 360.
PC
Information on the Renderable resource type used on PC.
Remastered
Information on the Renderable resource type used in Burnout Paradise Remastered.