Information file for model 'model.glm'


GLM Header info:

->ident:             1296518194
->version:           6
->name:              model.glm
->animName:          models/players/tie_fighter/tie_fighter
->animIndex:         ( only used by game, but defaulted to 0 )
->numBones:          2
->numLODs:           3
->ofsLODs:           2592
->numSurfaces:       16
->ofsSurfHierarchy:  228
->ofsEnd:            132536  ( also gives overall filesize )


Shader Info:

2 unique shaders used, list follows:
models/map_objects/ships/tie_fighter_body.jpg
models/map_objects/ships/tie_fighter_wing.jpg

Rendering Info:

0 surfaces out of 16 default to OFF
11 surfaces out of 16 are tags only
...therefore default rendered surface total = 5

LOD 0/3:
{
Total Verts:                 1082
Total Tris :                 971
Unique Bone Refs:            1

Default rendered Verts:      1049
Default rendered Tris:       960
Default rendered Bone Refs:  1
Deleted duplicate verts:     314  ( with 314 total bone-weights )
}

LOD 1/3:
{
Total Verts:                 827
Total Tris :                 691
Unique Bone Refs:            1

Default rendered Verts:      794
Default rendered Tris:       680
Default rendered Bone Refs:  1
Deleted duplicate verts:     374  ( with 374 total bone-weights )
}

LOD 2/3:
{
Total Verts:                 640
Total Tris :                 477
Unique Bone Refs:            1

Default rendered Verts:      607
Default rendered Tris:       466
Default rendered Bone Refs:  1
Deleted duplicate verts:     188  ( with 188 total bone-weights )
}



GLA Header info:

->ident:             1095191602
->version:           6
->name:              models/players/tie_fighter/tie_fighter
->numFrames:         2
->ofsFrames:         456
->numBones:          2
->ofsCompBonePool:   468
->ofsSkel:           108
->ofsEnd:            496  ( also gives overall filesize )


Total  animation matrices:                     4   ( 2 bones * 2 frames )
Unique animation matrices:                     2
Total bytes for unpooled animation matrices:   56
Total bytes for   pooled animation matrices:   28
Index bytes for pooling:                       192   ( 48 total bone references * sizeof(int) )
Bytes saved via pooling:                       -164


Complete list of all 2 bones:

Bone   0:   "model_root":
            Parent: ""  (index -1)
            #Kids:  1
            Child 0: (index 1), name "ship"

Bone   1:   "ship":
            Parent: "model_root"  (index 0)
            #Kids:  0

