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-rwxr-xr-xNW4RTools/ObjImporter.cs389
1 files changed, 177 insertions, 212 deletions
diff --git a/NW4RTools/ObjImporter.cs b/NW4RTools/ObjImporter.cs
index 41b9ea4..81fcf81 100755
--- a/NW4RTools/ObjImporter.cs
+++ b/NW4RTools/ObjImporter.cs
@@ -12,6 +12,8 @@ namespace NW4RTools {
+ private const bool Lightmaps = true;
+
string BasePath;
ResFile CurrentFile;
Models.Model CurrentModel;
@@ -54,6 +56,27 @@ namespace NW4RTools {
// Set current material (usemtl):
// -- A different material will be assigned for the current shape.
+ if (Lightmaps) {
+ var lm01m = new Texture();
+
+ lm01m.Images = new System.Drawing.Bitmap[1];
+ lm01m.Images[0] = new System.Drawing.Bitmap(Path.Combine(BasePath, "images/lm_01m.png"));
+
+ lm01m.Format = TextureFormat.I8;
+
+ var lm02m = new Texture();
+
+ lm02m.Images = new System.Drawing.Bitmap[1];
+ lm02m.Images[0] = new System.Drawing.Bitmap(Path.Combine(BasePath, "images/lm_02m.png"));
+
+ lm02m.Format = TextureFormat.I8;
+
+ CurrentFile.GetTextureGroup().Add("lm_01m", lm01m);
+ CurrentFile.GetTextureGroup().Add("lm_02m", lm02m);
+ }
+
+
+
CurrentModel = new Model();
modelGroup.Add(modelName, CurrentModel);
@@ -138,20 +161,22 @@ namespace NW4RTools {
if (line.Length == 0 || line[0] == '#')
continue;
- var parsed = line.Split(' ');
+ var parsed = line.Split(new char[] { ' '}, StringSplitOptions.RemoveEmptyEntries);
switch (parsed[0]) {
case "mtllib":
LoadMaterialLibrary(string.Join(" ", parsed, 1, parsed.Length - 1));
break;
case "v":
- Positions.Add(ParseFloatArray(parsed, 1));
+ Positions.Add(ParseFloatArray(parsed, 1, 3));
break;
case "vn":
- Normals.Add(ParseFloatArray(parsed, 1));
+ Normals.Add(ParseFloatArray(parsed, 1, 3));
break;
case "vt":
- TexCoords.Add(ParseFloatArray(parsed, 1));
+ var vtEntry = ParseFloatArray(parsed, 1, 2);
+ vtEntry[1] = 1.0f - vtEntry[1];
+ TexCoords.Add(vtEntry);
break;
case "f":
AddFace(parsed);
@@ -178,10 +203,14 @@ namespace NW4RTools {
private float[] ParseFloatArray(string[] src, int index) {
- var output = new float[src.Length - index];
+ return ParseFloatArray(src, index, src.Length - index);
+ }
- for (int i = index; i < src.Length; i++) {
- output[i - index] = float.Parse(src[i]);
+ private float[] ParseFloatArray(string[] src, int index, int count) {
+ var output = new float[count];
+
+ for (int i = 0; i < count; i++) {
+ output[i] = float.Parse(src[i + index]);
}
return output;
@@ -203,7 +232,7 @@ namespace NW4RTools {
if (line.Length == 0 || line[0] == '#')
continue;
- var parsed = line.Split(' ');
+ var parsed = line.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);
switch (parsed[0]) {
case "newmtl":
@@ -216,7 +245,7 @@ namespace NW4RTools {
currentMaterial.TevStageCount = 2;
currentMaterial.IndStageCount = 0;
-// This might need changing
+ // This might need changing
currentMaterial.CullMode = 2;
currentMaterial.SRTSettings[0] = new SRTSettingInfo();
@@ -233,106 +262,68 @@ namespace NW4RTools {
currentMaterial.ChanCtrls[1].MatColor.Rgba = 0x000000FF;
currentMaterial.ChanCtrls[1].AmbColor.Rgba = 0x00000000;
currentMaterial.ChanCtrls[1].FlagC = 0;
- currentMaterial.ChanCtrls[1].FlagA = 0;
+ currentMaterial.ChanCtrls[1].FlagA = 0;
+
+ currentMaterial.LightSetID = 1;
-// Default display lists, taken from test_lift
- // The current version of MonoDevelop likes to make an awful mess
- // of the indentation. There's nothing I can do about it. :/
- currentMaterial.PixDL = new byte[] {
- 0x61, 0xF3, 0x1E, 0xFF, 0x80,
- 0x61, 0x40, 0x00, 0x00, 0x17,
- 0x61, 0xFE, 0x00, 0xFF, 0xE3,
- 0x61, 0x41, 0x00, 0x34, 0xA0,
- 0x61, 0x42, 0x00, 0x00, 0x00,
-/* Padding */
- 0, 0, 0, 0, 0,
- 0, 0
- };
-
- currentMaterial.TevColorDL = new byte[] {
- 0x61, 0xE2, 0x00, 0x00, 0xFF,
- 0x61, 0xE3, 0x0F, 0xF0, 0xFF,
- 0x61, 0xE3, 0x0F, 0xF0, 0xFF,
- 0x61, 0xE3, 0x0F, 0xF0, 0xFF,
- 0x61, 0xE4, 0x00, 0x00, 0x00,
- 0x61, 0xE5, 0x00, 0x00, 0x00,
- 0x61, 0xE5, 0x00, 0x00, 0x00,
- 0x61, 0xE5, 0x00, 0x00, 0x00,
- 0x61, 0xE6, 0x00, 0x00, 0x00,
- 0x61, 0xE7, 0x00, 0x00, 0x00,
- 0x61, 0xE7, 0x00, 0x00, 0x00,
- 0x61, 0xE7, 0x00, 0x00, 0x00,
- /* Padding */
- 0, 0, 0, 0,
- 0x61, 0xE0, 0x80, 0x00, 0x00,
- 0x61,
- 0xE1, 0x80, 0x00, 0x00,
- 0x61, 0xE2, 0x80, 0x00, 0x00,
- 0x61,
- 0xE3, 0x80, 0x00, 0x00,
- 0x61, 0xE4, 0x80, 0x00, 0x00,
- 0x61,
- 0xE5, 0x80, 0x00, 0x00,
- 0x61, 0xE6, 0x80, 0x00, 0x00,
- 0x61,
- 0xE7, 0x80, 0x00, 0x00,
-/* More padding */
- 0, 0, 0, 0, 0, 0,
- 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0
- };
-
- currentMaterial.IndMtxAndScaleDL = new byte[] {
- 0x61, 0x25, 0x00, 0x00, 0x00,
- 0x61, 0x26, 0x00, 0x00, 0x00,
- /* Padding */
- 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0,
- 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0,
- 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0,
- 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0,
- 0, 0, 0, 0
- };
-
- currentMaterial.TexCoordGenDL = new byte[] {
- 0x10, 0x00, 0x00, 0x10, 0x40, 0x00, 0x00, 0x52,
- 0x80, 0x10,
- 0x00, 0x00, 0x10, 0x50, 0x00, 0x00,
-/* Padding? */
- 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0,
-0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0,
-0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0,
-0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0,
-0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0,
-0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0,
-0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0,
-0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
-};
-
-CurrentModel.Materials.Add(parsed[1], currentMaterial);
-
-
-Shader thisShader = CreateShader();
+ // Default display lists, taken from test_lift
+ var pixDL = new DisplayListWriter();
+ pixDL.LoadBPReg(0xF31EFF80);
+ pixDL.LoadBPReg(0x40000017);
+ pixDL.LoadBPReg(0xFE00FFE3);
+ pixDL.LoadBPReg(0x410034A0);
+ pixDL.LoadBPReg(0x42000000);
+ pixDL.End();
+
+ currentMaterial.PixDL = pixDL.GetBuffer();
+
+ var tevColorDL = new DisplayListWriter();
+ tevColorDL.LoadBPReg(0xE20000FF);
+ tevColorDL.LoadBPReg(0xE30FF0FF);
+ tevColorDL.LoadBPReg(0xE30FF0FF);
+ tevColorDL.LoadBPReg(0xE30FF0FF);
+ tevColorDL.LoadBPReg(0xE4000000);
+ tevColorDL.LoadBPReg(0xE5000000);
+ tevColorDL.LoadBPReg(0xE5000000);
+ tevColorDL.LoadBPReg(0xE5000000);
+ tevColorDL.LoadBPReg(0xE6000000);
+ tevColorDL.LoadBPReg(0xE7000000);
+ tevColorDL.LoadBPReg(0xE7000000);
+ tevColorDL.LoadBPReg(0xE7000000);
+ tevColorDL.AddPadding(4);
+ tevColorDL.LoadBPReg(0xE0800000);
+ tevColorDL.LoadBPReg(0xE1800000);
+ tevColorDL.LoadBPReg(0xE2800000);
+ tevColorDL.LoadBPReg(0xE3800000);
+ tevColorDL.LoadBPReg(0xE4800000);
+ tevColorDL.LoadBPReg(0xE5800000);
+ tevColorDL.LoadBPReg(0xE6800000);
+ tevColorDL.LoadBPReg(0xE7800000);
+ tevColorDL.AddPadding(24);
+ tevColorDL.End();
+
+ currentMaterial.TevColorDL = tevColorDL.GetBuffer();
+
+ var indMtxAndScaleDL = new DisplayListWriter();
+ indMtxAndScaleDL.LoadBPReg(0x25000000);
+ indMtxAndScaleDL.LoadBPReg(0x26000000);
+ indMtxAndScaleDL.AddPadding(54);
+ indMtxAndScaleDL.End();
+
+ currentMaterial.IndMtxAndScaleDL = indMtxAndScaleDL.GetBuffer();
+
+ var texCoordGenDL = new DisplayListWriter();
+ texCoordGenDL.LoadXFReg(0x1040, new byte[] { 0x00, 0x00, 0x52, 0x80 });
+ texCoordGenDL.LoadXFReg(0x1050, new byte[] { 0x00, 0x00, 0x00, 0x00 });
+ texCoordGenDL.AddPadding(110);
+ texCoordGenDL.End();
+
+ currentMaterial.TexCoordGenDL = texCoordGenDL.GetBuffer();
+
+ CurrentModel.Materials.Add(parsed[1], currentMaterial);
+
+
+ Shader thisShader = CreateShader();
CurrentModel.Shaders.Add(parsed[1], thisShader);
currentMaterial.ShaderRef = thisShader;
@@ -340,7 +331,7 @@ Shader thisShader = CreateShader();
case "map_Kd":
var rawTexName = string.Join(" ", parsed, 1, parsed.Length - 1);
-// TODO: fix this to use the mtllib path
+ // TODO: fix this to use the mtllib path
var texPath = Path.Combine(BasePath, rawTexName);
var texName = Path.GetFileNameWithoutExtension(texPath);
@@ -386,43 +377,39 @@ Shader thisShader = CreateShader();
shader.TevStageCount = 2;
shader.Unk1 = 0x00FFFFFF;
shader.Unk2 = 0xFFFFFFFF;
- shader.DisplayList = new byte[] {
- 0x61, 0xFE, 0x00, 0x00, 0x0F,
- 0x61, 0xF6, 0x00, 0x00, 0x04,
- 0x61, 0xFE, 0x00, 0x00, 0x0F,
- 0x61, 0xF7, 0x00, 0x00, 0x0E,
- 0x61, 0xFE, 0x00, 0x00, 0x0F,
- 0x61, 0xF8, 0x00, 0x00, 0x00,
- 0x61, 0xFE, 0x00, 0x00, 0x0F,
- 0x61, 0xF9, 0x00, 0x00, 0x0C,
- 0x61, 0xFE, 0x00, 0x00, 0x0F,
- 0x61, 0xFA, 0x00, 0x00, 0x05,
- 0x61, 0xFE, 0x00, 0x00, 0x0F,
- 0x61, 0xFB, 0x00, 0x00, 0x0D,
- 0x61, 0xFE, 0x00, 0x00, 0x0F,
- 0x61, 0xFC, 0x00, 0x00, 0x0A,
- 0x61, 0xFE, 0x00, 0x00, 0x0F,
- 0x61, 0xFD, 0x00, 0x00, 0x0E,
- 0x61, 0x27, 0xFF, 0xFF, 0xFF,
- 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0,
- 0x61, 0xFE, 0xFF, 0xFF,
- 0xF0,
- 0x61, 0xF6, 0xE3, 0x38, 0xC0,
- 0x61, 0x28, 0x03, 0xF0,
- 0x40,
- 0x61, 0xC0, 0x08, 0xF8, 0xAF,
- 0x61, 0xC2, 0x08, 0xF2,
- 0x0F,
- 0x61, 0xC1, 0x08, 0xF2, 0xF0,
- 0x61, 0xC3, 0x08, 0x1F,
- 0xF0,
-0x61, 0x10, 0x00, 0x00, 0x00,
-0x61, 0x11, 0x00, 0x00,
- 0x00
-};
-
- Array.Resize<byte>(ref shader.DisplayList, 0x1E0);
+
+ var dl = new DisplayListWriter();
+ dl.LoadBPReg(0xFE00000F);
+ dl.LoadBPReg(0xF6000004);
+ dl.LoadBPReg(0xFE00000F);
+ dl.LoadBPReg(0xF700000E);
+ dl.LoadBPReg(0xFE00000F);
+ dl.LoadBPReg(0xF8000000);
+ dl.LoadBPReg(0xFE00000F);
+ dl.LoadBPReg(0xF900000C);
+ dl.LoadBPReg(0xFE00000F);
+ dl.LoadBPReg(0xFA000005);
+ dl.LoadBPReg(0xFE00000F);
+ dl.LoadBPReg(0xFB00000D);
+ dl.LoadBPReg(0xFE00000F);
+ dl.LoadBPReg(0xFC00000A);
+ dl.LoadBPReg(0xFE00000F);
+ dl.LoadBPReg(0xFD00000E);
+ dl.LoadBPReg(0x27FFFFFF);
+ dl.AddPadding(11);
+ dl.LoadBPReg(0xFEFFFFF0);
+ dl.LoadBPReg(0xF6E338C0);
+ dl.LoadBPReg(0x2803F040);
+ dl.LoadBPReg(0xC008F8AF);
+ dl.LoadBPReg(0xC208F20F);
+ dl.LoadBPReg(0xC108F2F0);
+ dl.LoadBPReg(0xC3081FF0);
+ dl.LoadBPReg(0x10000000);
+ dl.LoadBPReg(0x11000000);
+ dl.PadToSize(0x1E0);
+ dl.End();
+
+ shader.DisplayList = dl.GetBuffer();
return shader;
}
@@ -555,53 +542,31 @@ Shader thisShader = CreateShader();
vs.GetDesc(out vd1, out vd2);
vs.GetAttrFmt(out vat1, out vat2, out vat3);
-
- // Todo: a Display List generator class
-
- CurrentShape.DLBufferSize1 = 0xE0;
- CurrentShape.DisplayList1 = new byte[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0x08, 0x50,
- (byte)((vd1 & 0xFF000000) >> 24),
- (byte)((vd1 & 0x00FF0000) >> 16),
- (byte)((vd1 & 0x0000FF00) >> 8),
- (byte)((vd1 & 0x000000FF)),
- 0x08, 0x60,
- (byte)((vd2 & 0xFF000000) >> 24),
- (byte)((vd2 & 0x00FF0000) >> 16),
- (byte)((vd2 & 0x0000FF00) >> 8),
- (byte)((vd2 & 0x000000FF)),
- 0x10, 0x00, 0x00, 0x10, 0x08, 0x00, 0x00, 0x00,
- 0x14, 0,
- 0x08, 0x70,
- (byte)((vat1 & 0xFF000000) >> 24),
- (byte)((vat1 & 0x00FF0000) >> 16),
- (byte)((vat1 & 0x0000FF00) >> 8),
- (byte)((vat1 & 0x000000FF)),
- 0x08, 0x80,
- (byte)((vat2 & 0xFF000000) >> 24),
- (byte)((vat2 & 0x00FF0000) >> 16),
- (byte)((vat2 & 0x0000FF00) >> 8),
- (byte)((vat2 & 0x000000FF)),
- 0x08, 0x90,
- (byte)((vat3 & 0xFF000000) >> 24),
- (byte)((vat3 & 0x00FF0000) >> 16),
- (byte)((vat3 & 0x0000FF00) >> 8),
- (byte)((vat3 & 0x000000FF))
- };
-
-
// I might need to create XFMEM_VTXSPECS...
// test_lift uses 0x14. According to Dolphin's src, this means:
// numcolors = 0, numnormals = 1 (just normal), numtextures = 1. Makes sense.
byte vtxSpecs = 0 | (1 << 2) | (1 << 4);
- CurrentShape.DisplayList1[0x1E] = vtxSpecs;
+
+ var dl1 = new DisplayListWriter();
+ dl1.AddPadding(10);
+ dl1.LoadCPReg(0x50, vd1);
+ dl1.LoadCPReg(0x60, vd2);
+ dl1.LoadXFReg(0x1008, new byte[] { 0x00, 0x00, 0x00, vtxSpecs });
+ dl1.Nop();
+ dl1.LoadCPReg(0x70, vat1);
+ dl1.LoadCPReg(0x80, vat2);
+ dl1.LoadCPReg(0x90, vat3);
// extend it
// should it be bigger if more texcoords are used? maybe...
- Array.Resize<byte>(ref CurrentShape.DisplayList1, 0x80);
+ dl1.PadToSize(0x80);
+ dl1.End();
+
+ CurrentShape.DLBufferSize1 = 0xE0;
+ CurrentShape.DisplayList1 = dl1.GetBuffer();
-// Display List 2 is where all the primitive-related fun happens
+ // Display List 2 is where all the primitive-related fun happens
// However, before we do that, let's compute the vertex data arrays
ushort[] posIndexes, texCoordIndexes, normalIndexes;
@@ -619,7 +584,7 @@ Shader thisShader = CreateShader();
posData.Data = posDataArray;
posData.Save();
- CurrentModel.VtxPosData.Add("Pos" + CurrentModel.VtxPosData.Count.ToString(), posData);
+ CurrentModel.VtxPosData.Add("P_" + CurrentModel.VtxPosData.Count.ToString(), posData);
var tcData = new VertexTexCoordData();
tcData.ComponentCount = VertexSettings.CompCount.TexCoord2;
@@ -630,9 +595,7 @@ Shader thisShader = CreateShader();
tcData.Data = tcDataArray;
tcData.Save();
- CurrentModel.VtxTexCoordData.Add("TexCoord" + CurrentModel.VtxTexCoordData.Count.ToString(), tcData);
-
- // TODO: Flip texcoords
+ CurrentModel.VtxTexCoordData.Add("T_" + CurrentModel.VtxTexCoordData.Count.ToString(), tcData);
var nrmData = new VertexNrmData();
nrmData.ComponentCount = VertexSettings.CompCount.Normal3;
@@ -643,52 +606,54 @@ Shader thisShader = CreateShader();
nrmData.Data = nrmDataArray;
nrmData.Save();
- CurrentModel.VtxNrmData.Add("Nrm" + CurrentModel.VtxNrmData.Count.ToString(), nrmData);
+ CurrentModel.VtxNrmData.Add("N_" + CurrentModel.VtxNrmData.Count.ToString(), nrmData);
CurrentShape.PosData = posData;
CurrentShape.TexCoordData[0] = tcData;
CurrentShape.NrmData = nrmData;
- var dl = new OutputStream();
-
+ var dl = new DisplayListWriter();
+
+ // face writing here is reversed because the wind order seems to be wrong
+ // dunno if it applies to models exported from everything, or just Maya
+ // or maybe it's a setting specified in one of the structs
+
if (Triangles.Count > 0) {
- dl.WriteByte((byte)GXCommand.DrawPrimitiveMask | ((byte)PrimitiveType.Triangles << (byte)GXCommand.PrimitiveShiftAmount));
- dl.WriteUInt16((ushort)(Triangles.Count * 3));
-
+ dl.BeginPrimitives(PrimitiveType.Triangles, 0, (ushort)(Triangles.Count * 3));
+
foreach (var tri in Triangles) {
- dl.WriteUInt16(posIndexes[tri[0]]);
- dl.WriteUInt16(normalIndexes[tri[1]]);
- dl.WriteUInt16(texCoordIndexes[tri[2]]);
- dl.WriteUInt16(posIndexes[tri[3]]);
- dl.WriteUInt16(normalIndexes[tri[4]]);
- dl.WriteUInt16(texCoordIndexes[tri[5]]);
dl.WriteUInt16(posIndexes[tri[6]]);
dl.WriteUInt16(normalIndexes[tri[7]]);
dl.WriteUInt16(texCoordIndexes[tri[8]]);
+ dl.WriteUInt16(posIndexes[tri[3]]);
+ dl.WriteUInt16(normalIndexes[tri[4]]);
+ dl.WriteUInt16(texCoordIndexes[tri[5]]);
+ dl.WriteUInt16(posIndexes[tri[0]]);
+ dl.WriteUInt16(normalIndexes[tri[1]]);
+ dl.WriteUInt16(texCoordIndexes[tri[2]]);
}
}
if (Quads.Count > 0) {
- dl.WriteByte((byte)GXCommand.DrawPrimitiveMask | ((byte)PrimitiveType.Quads << (byte)GXCommand.PrimitiveShiftAmount));
- dl.WriteUInt16((ushort)(Quads.Count * 3));
+ dl.BeginPrimitives(PrimitiveType.Quads, 0, (ushort)(Quads.Count * 4));
foreach (var quad in Quads) {
- dl.WriteUInt16(posIndexes[quad[0]]);
- dl.WriteUInt16(normalIndexes[quad[1]]);
- dl.WriteUInt16(texCoordIndexes[quad[2]]);
- dl.WriteUInt16(posIndexes[quad[3]]);
- dl.WriteUInt16(normalIndexes[quad[4]]);
- dl.WriteUInt16(texCoordIndexes[quad[5]]);
- dl.WriteUInt16(posIndexes[quad[6]]);
- dl.WriteUInt16(normalIndexes[quad[7]]);
- dl.WriteUInt16(texCoordIndexes[quad[8]]);
dl.WriteUInt16(posIndexes[quad[9]]);
dl.WriteUInt16(normalIndexes[quad[10]]);
dl.WriteUInt16(texCoordIndexes[quad[11]]);
+ dl.WriteUInt16(posIndexes[quad[6]]);
+ dl.WriteUInt16(normalIndexes[quad[7]]);
+ dl.WriteUInt16(texCoordIndexes[quad[8]]);
+ dl.WriteUInt16(posIndexes[quad[3]]);
+ dl.WriteUInt16(normalIndexes[quad[4]]);
+ dl.WriteUInt16(texCoordIndexes[quad[5]]);
+ dl.WriteUInt16(posIndexes[quad[0]]);
+ dl.WriteUInt16(normalIndexes[quad[1]]);
+ dl.WriteUInt16(texCoordIndexes[quad[2]]);
}
}
- dl.AlignTo(0x20);
+ dl.End();
CurrentShape.DisplayList2 = dl.GetBuffer();
CurrentShape.DLBufferSize2 = (uint)CurrentShape.DisplayList2.Length;