The picture below is a .X file opened by DirectX Mesh View. Today, we look at the X file’s detail information. I strongly recommand readers search “X File Format Reference” topic in DirectX SDK documentation.
The variable-length header is compulsory and must be at the beginning of the data stream. The header contains the following data.
Type | Required | Size (in bytes) | Value | Description |
---|---|---|---|---|
Magic Number | x | 4 | “xof “ | |
Version Number | x | 2 | “03” | Major version 3 |
“03” | Minor version 3 | |||
Format Type | x | 4 | “txt “ | Text File |
“bin “ | Binary file | |||
“tzip” | MSZip compressed text file | |||
“bzip” | MSZip compressed binary file | |||
Float Size | x | “0064” | 64-bit floats | |
x | “0032” | 32-bit floats |
xof 0302txt 0032 //Header Material PDX01_-_Default { 1.000000;1.000000;1.000000;1.000000;; //Face color 0.000000; //Power - the power is the specular exponent of the material 0.900000;0.900000;0.900000;; //Material specular color 0.000000;0.000000;0.000000;; //Material emissive color TextureFilename { "wood.boards.bmp"; } } Frame Box01 { FrameTransformMatrix { // Defines a local transform for a frame(Optional) 1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,-4.720104,0.000000,3.721657,1.000000;; } Mesh { 8; //Number of vertices. -19.277889;-15.037872;0.000000;, //Array of vertices, each of type Vector 9.837681;-15.037872;0.000000;, -19.277889;22.481186;0.000000;, 9.837681;22.481186;0.000000;, -19.277889;-15.037872;13.356144;, 9.837681;-15.037872;13.356144;, -19.277889;22.481186;13.356144;, 9.837681;22.481186;13.356144;; 12; //Number of faces(triangle) 3;0,2,3;, //Array of indices 3;3,1,0;, 3;4,5,7;, 3;7,6,4;, 3;0,1,5;, 3;5,4,0;, 3;1,3,7;, 3;7,5,1;, 3;3,2,6;, 3;6,7,3;, 3;2,0,4;, 3;4,6,2;; MeshNormals { //Optional 6; //Number of normals. 0.000000;0.000000;-1.000000;, //Array of normals 0.000000;0.000000;1.000000;, 0.000000;-1.000000;0.000000;, 1.000000;0.000000;0.000000;, 0.000000;1.000000;0.000000;, -1.000000;0.000000;0.000000;; 12; //Number of face normals, equal face's number! 3;0,0,0;, //Array of mesh face normals 3;0,0,0;, 3;1,1,1;, 3;1,1,1;, 3;2,2,2;, 3;2,2,2;, 3;3,3,3;, 3;3,3,3;, 3;4,4,4;, 3;4,4,4;, 3;5,5,5;, 3;5,5,5;; } MeshMaterialList { //Optional 1; //The number of materials. 12; //The number of indices. equal face's number 0, //An arrray of DWORDs containing the face indices 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0; { PDX01_-_Default } //Reference to the material we define } MeshTextureCoords { //Optional 8; //Number of texture coordinates 0.000000;0.000000;, //Array of 2D texture coordinates. 1.000000;0.000000;, 0.000000;-1.000000;, 1.000000;-1.000000;, 0.000000;0.000000;, 1.000000;0.000000;, 0.000000;-1.000000;, 1.000000;-1.000000;; } } }460