shield_dome_mesh
Hemisphere mesh for the energy-shield dome in the `fx_shield` scene. The `ShieldDome` entity at (110, 0, 150) draws it with `shield_dome_mat`; the `shield_dome` shader's vertex stage moves each vertex along its direction from the mesh origin to dent and ripple the dome at each hi…
shield_dome_mesh
Hemisphere mesh for the energy-shield dome in the fx_shield scene. The ShieldDome entity at
(110, 0, 150) draws it with shield_dome_mat; the shield_dome shader's vertex stage moves each
vertex along its direction from the mesh origin to dent and ripple the dome at each hit.
ShieldFx.module builds this geometry with M.domeGeometry(R): the upper half of a sphere of
radius R centred on the origin, 64 bands from the pole to the base by 160 segments around, normals
pointing out from the centre, and uv = (fraction around, fraction from the pole). The module's
comment states that this function is called once by the authoring script and that the resulting
.mesh assets are what the scene's Model entities reference.
data.zmsh is the engine-native geometry payload. Its header states format version 2 with normals
and UVs, 10465 vertices (65 x 161), 61440 indices (20480 triangles) and bounds from (-9, 0, -9) to
(9, 9, 9), so R is 9 m, the radius the ShieldFxDriver uses.
Scoped to this part · feeds back into the world's score.