Comments (1)
The easiest is probably to create functions that take a Shdr
from ssbh_lib as input and return some data. The returned data could be higher level or lower level representations of the binary data depending on the use case. Creating conversion APIs similar to the other ssbh_data types won't work well due to all the missing fields. This module is a niche use case, so the API likely won't be very stable over time.
from ssbh_lib.
Related Issues (20)
- regression in file length padding for anim 2.1 HOT 1
- Investigate boolean compression bit count
- Fix size_in_bytes for pad_after attribute
- support specifying bone indices or names for skel calculations
- Improve error messages
- Test non invertible matrices for skel_data
- investigate if matrices are row-major or column-major
- Vertex indices for faces and weights can have different sizes
- test u8 mesh attribute conversion using in game values HOT 1
- Match in game conventions for mesh vertex buffer 2 offsets
- add error for saving mesh with duplicate subindices
- Test floating point anim decompression using an emulator
- Investigate compressed anim scale types and inherit_scale HOT 2
- investigate const scale compression flag for UvTransform HOT 1
- ssbh_data does not parse override_scale correctly in TransformFlags HOT 1
- fix cargo-release process
- Support nuhlbp in ssbh_data_json
- CompressionFlags.const_scale true for non const values (palu c01attacks3s) HOT 2
- multithreaded file processing with rayon
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from ssbh_lib.