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Nintendo® Confidential

## flt2c

Syntax

    flt2c [-s scale] [-m model] fltfile

Explanation
It converts from a MultiGen .flt database to a Nintendo 64 graphics data-structure. Specifically, it reads a MultiGen .flt database and generates Nintendo 64 C data structures. The vertex and material data structures are written to a .h file, the texture data structures and mbi commands to construct the scene are sent to standard output. A top-level display list can be called by the application.
If textures are referenced from the .flt file, their paths are replaced with Textures and they are inserted into the C file as an array. See rgb2c for the list of supported texture types. The input texture files must be in SGI RGB format.
Command Line Options

- -m model Names the top-level data structure and specifies the base name of the output .h file. It defaults to model. References to this model in the application use this name and a length of 1.
- -s scale Scales object coordinates by the real-number scale. This allows the database to maximize object resolution.

Bugs
Subfaces are not handled very well. A subface may actually get obscured by the parent face.
Vertex, texture, and material usage is not optimal. Vertices and textures should be grouped so as to not be redundantly transformed or loaded. Material structure definitions may be redundant; currently there is no reuse of previously specified equivalent materials.
See Also
rgb2c

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Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated March 1998