MediaWiki API result

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{
    "batchcomplete": "",
    "continue": {
        "gapcontinue": "Rendering/CM2Light",
        "continue": "gapcontinue||"
    },
    "warnings": {
        "main": {
            "*": "Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/postorius/lists/mediawiki-api-announce.lists.wikimedia.org/> for notice of API deprecations and breaking changes."
        },
        "revisions": {
            "*": "Because \"rvslots\" was not specified, a legacy format has been used for the output. This format is deprecated, and in the future the new format will always be used."
        }
    },
    "query": {
        "pages": {
            "12443": {
                "pageid": 12443,
                "ns": 0,
                "title": "RealmCache.wdb",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "The RealmCache.wdb holds a list of known realms.\n\nThis file is never saved and only exists in the client's own memory space.\n\n*Signature: WRLM\n\nfor {{Template:Sandbox/PrettyVersion|expansionlevel=6|build=6.0.1.18179}} client version.\n==Structure==\n '''Column\tField\t\tType\t\tNotes'''\n 1 \tExists\t\tbyte\t\tBoolean to denote removal from cache\n 2 \tId\t\tuint\t\t\n 3 \tName\t\tchar[256]\t\n 4 \tNormalizedName\tchar[256]\t\n[[Category:WDB]]"
                    }
                ]
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            "12417": {
                "pageid": 12417,
                "ns": 0,
                "title": "Rendering",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "This page contains general information about functions, logic, and data used in the various rendering code paths of the World of Warcraft game client.\n\n== Rendering Resources ==\n\nInformation specific to model formats and other rendering code paths can be found at the links below:\n\n=== Model Loading ===\n\nLearn more about what happens to on-disk data when specific model formats are loaded by the client:\n\n* [[M2/Loading|M2 Loading]]\n* [[WMO/Loading|WMO Loading]]\n\n=== Model Rendering ===\n\nLearn more about rendering specific model formats used by the client:\n\n* [[ADT/Rendering|ADT Rendering]]\n* [[M2/Rendering|M2 Rendering]]\n* [[WMO/Rendering|WMO Rendering]]\n\n=== Other Rendering ===\n\nMore information about other logic, systems, or techniques involved in rendering in the client can be found at the following pages:\n\n* [[Rendering/DayNight|DayNight]]\n* [[Rendering/ScreenEffects|Screen Effects]]\n\n== Vertex Buffers ==\n\n=== EGxVertexBufferFormat ===\n\n{| class=\"wikitable sortable\"\n|-\n! EGxVertexBufferFormat\n! Attribute Count\n! Size (per Vertex)\n! Attribute Names / Order\n|-\n| <tt>GxVBF_P</tt>\n| <tt>1</tt>\n| <tt>0x0C</tt>\n| <tt>position</tt>\n|-\n| <tt>GxVBF_PN</tt>\n| <tt>2</tt>\n| <tt>0x18</tt>\n| <tt>position</tt>, <tt>normal</tt>\n|-\n| <tt>GxVBF_PNC</tt>\n| <tt>3</tt>\n| <tt>0x1C</tt>\n| <tt>position</tt>, <tt>normal</tt>, <tt>color</tt>\n|-\n| <tt>GxVBF_PNT</tt>\n| <tt>3</tt>\n| <tt>0x20</tt>\n| <tt>position</tt>, <tt>normal</tt>, <tt>tc</tt>\n|-\n| <tt>GxVBF_PNCT</tt>\n| <tt>4</tt>\n| <tt>0x24</tt>\n| <tt>position</tt>, <tt>normal</tt>, <tt>color</tt>, <tt>tc</tt>\n|-\n| <tt>GxVBF_PNT2</tt>\n| <tt>4</tt>\n| <tt>0x28</tt>\n| <tt>position</tt>, <tt>normal</tt>, <tt>tc[2]</tt>\n|-\n| <tt>GxVBF_PNCT2</tt>\n| <tt>5</tt>\n| <tt>0x2C</tt>\n| <tt>position</tt>, <tt>normal</tt>, <tt>color</tt>, <tt>tc[2]</tt>\n|-\n| <tt>GxVBF_PC</tt>\n| <tt>2</tt>\n| <tt>0x10</tt>\n| <tt>position</tt>, <tt>color</tt>\n|-\n| <tt>GxVBF_PCT</tt>\n| <tt>3</tt>\n| <tt>0x18</tt>\n| <tt>position</tt>, <tt>color</tt>, <tt>tc</tt>\n|-\n| <tt>GxVBF_PCT2</tt>\n| <tt>4</tt>\n| <tt>0x20</tt>\n| <tt>position</tt>, <tt>color</tt>, <tt>tc[2]</tt>\n|-\n| <tt>GxVBF_PT</tt>\n| <tt>2</tt>\n| <tt>0x14</tt>\n| <tt>position</tt>, <tt>tc</tt>\n|-\n| <tt>GxVBF_PT2</tt>\n| <tt>3</tt>\n| <tt>0x1C</tt>\n| <tt>position</tt>, <tt>tc[2]</tt>\n|-\n| <tt>GxVBF_PBNT2</tt>\n| <tt>6</tt>\n| <tt>0x30</tt>\n| <tt>position</tt>, <tt>blendWeight</tt>, <tt>blendIndices</tt>, <tt>normal</tt>, <tt>tc[2]</tt>\n|-\n| <tt>GxVBF_PNC2T2</tt>\n| <tt>6</tt>\n| <tt>0x30</tt>\n| <tt>position</tt>, <tt>normal</tt>, <tt>color[2]</tt>, <tt>tc[2]</tt>\n|}\n\n=== EGxVertexAttrib ===\n\n{| class=\"wikitable sortable\"\n|-\n! EGxVertexAttrib\n! Size\n|-\n| <tt>GxVA_Position</tt>\n| <tt>0x0C</tt>\n|-\n| <tt>GxVA_BlendWeight</tt>\n| <tt>0x04</tt>\n|-\n| <tt>GxVA_BlendIndices</tt>\n| <tt>0x04</tt>\n|-\n| <tt>GxVA_Normal</tt>\n| <tt>0x0C</tt>\n|-\n| <tt>GxVA_Color0</tt>\n| <tt>0x04</tt>\n|-\n| <tt>GxVA_Color1</tt>\n| <tt>0x04</tt>\n|-\n| <tt>GxVA_TexCoord0</tt>\n| <tt>0x08</tt>\n|-\n| <tt>GxVA_TexCoord1</tt>\n| <tt>0x08</tt>\n|}\n\n== Pixel Blending ==\n\nWhen drawing geometry (batches, meshes, etc) into a framebuffer, the interaction between the pixels of the incoming geometry and the pixels already present in the framebuffer is controlled by something called blending.\n\nIn World of Warcraft, blending states are predefined, and are referenced by the <tt>EGxBlend</tt> enum.\n\nNote that pixel blending is separate from texture blending. Texture blending controls how multiple textures for the same geometry are blended together, prior to the geometry being drawn into the framebuffer. In other words, texture blending happens before pixel blending. It has its own section on this page.\n\n=== EGxBlend ===\n\nThe table below is up to date with all blending modes present in the 7.1.0.22996 retail client. Not all blending modes are used, particularly in older clients.\n\nWrath of the Lich King and Cataclysm do not use separate alpha blending. Legion does use separate alpha blending. It's currently unknown if Mists of Pandaria or Warlords of Draenor use separate alpha blending.\n\n<tt>GxBlend_BlendAdd</tt> was added at some point after Cataclysm.\n\nBlend function enums are for OpenGL, but each has a Direct3D equivalent. Most pairings should be obvious, except: in Direct3D, <tt>CONSTANT_ALPHA</tt> is <tt>BLEND_FACTOR</tt> and <tt>ONE_MINUS_CONSTANT_ALPHA</tt> is <tt>INV_BLEND_FACTOR</tt>. See [https://gist.github.com/Warpten/f9350f8015860671c02354312b252c4e  this gist] for code that converts OpenGL constants to Direct3D (excerpt from Chrome).\n\n{| class=\"wikitable sortable\"\n|-\n! Idx\n! EGxBlend\n! Blending Enabled?\n! Src Color\n! Dest Color\n! Src Alpha\n! Dest Alpha\n|-\n| <tt>0</tt>\n| <tt>GxBlend_Opaque</tt>\n| No\n| <tt>GL_ONE</tt>\n| <tt>GL_ZERO</tt>\n| <tt>GL_ONE</tt>\n| <tt>GL_ZERO</tt>\n|-\n| <tt>1</tt>\n| <tt>GxBlend_AlphaKey</tt>\n| No\n| <tt>GL_ONE</tt>\n| <tt>GL_ZERO</tt>\n| <tt>GL_ONE</tt>\n| <tt>GL_ZERO</tt>\n|-\n| <tt>2</tt>\n| <tt>GxBlend_Alpha</tt>\n| Yes\n| <tt>GL_SRC_ALPHA</tt>\n| <tt>GL_ONE_MINUS_SRC_ALPHA</tt>\n| <tt>GL_ONE</tt>\n| <tt>GL_ONE_MINUS_SRC_ALPHA</tt>\n|-\n| <tt>3</tt>\n| <tt>GxBlend_Add</tt>\n| Yes\n| <tt>GL_SRC_ALPHA</tt>\n| <tt>GL_ONE</tt>\n| <tt>GL_ZERO</tt>\n| <tt>GL_ONE</tt>\n|-\n| <tt>4</tt>\n| <tt>GxBlend_Mod</tt>\n| Yes\n| <tt>GL_DST_COLOR</tt>\n| <tt>GL_ZERO</tt>\n| <tt>GL_DST_ALPHA</tt>\n| <tt>GL_ZERO</tt>\n|-\n| <tt>5</tt>\n| <tt>GxBlend_Mod2x</tt>\n| Yes\n| <tt>GL_DST_COLOR</tt>\n| <tt>GL_SRC_COLOR</tt>\n| <tt>GL_DST_ALPHA</tt>\n| <tt>GL_SRC_ALPHA</tt>\n|-\n| <tt>6</tt>\n| <tt>GxBlend_ModAdd</tt>\n| Yes\n| <tt>GL_DST_COLOR</tt>\n| <tt>GL_ONE</tt>\n| <tt>GL_DST_ALPHA</tt>\n| <tt>GL_ONE</tt>\n|-\n| <tt>7</tt>\n| <tt>GxBlend_InvSrcAlphaAdd</tt>\n| Yes\n| <tt>GL_ONE_MINUS_SRC_ALPHA</tt>\n| <tt>GL_ONE</tt>\n| <tt>GL_ONE_MINUS_SRC_ALPHA</tt>\n| <tt>GL_ONE</tt>\n|-\n| <tt>8</tt>\n| <tt>GxBlend_InvSrcAlphaOpaque</tt>\n| Yes\n| <tt>GL_ONE_MINUS_SRC_ALPHA</tt>\n| <tt>GL_ZERO</tt>\n| <tt>GL_ONE_MINUS_SRC_ALPHA</tt>\n| <tt>GL_ZERO</tt>\n|-\n| <tt>9</tt>\n| <tt>GxBlend_SrcAlphaOpaque</tt>\n| Yes\n| <tt>GL_SRC_ALPHA</tt>\n| <tt>GL_ZERO</tt>\n| <tt>GL_SRC_ALPHA</tt>\n| <tt>GL_ZERO</tt>\n|-\n| <tt>10</tt>\n| <tt>GxBlend_NoAlphaAdd</tt>\n| Yes\n| <tt>GL_ONE</tt>\n| <tt>GL_ONE</tt>\n| <tt>GL_ZERO</tt>\n| <tt>GL_ONE</tt>\n|-\n| <tt>11</tt>\n| <tt>GxBlend_ConstantAlpha</tt>\n| Yes\n| <tt>GL_CONSTANT_ALPHA</tt>\n| <tt>GL_ONE_MINUS_CONSTANT_ALPHA</tt>\n| <tt>GL_CONSTANT_ALPHA</tt>\n| <tt>GL_ONE_MINUS_CONSTANT_ALPHA</tt>\n|-\n| <tt>12</tt>\n| <tt>GxBlend_Screen</tt>\n| Yes\n| <tt>GL_ONE_MINUS_DST_COLOR</tt>\n| <tt>GL_ONE</tt>\n| <tt>GL_ONE</tt>\n| <tt>GL_ZERO</tt>\n|-\n| <tt>13</tt>\n| <tt>GxBlend_BlendAdd</tt>\n| Yes\n| <tt>GL_ONE</tt>\n| <tt>GL_ONE_MINUS_SRC_ALPHA</tt>\n| <tt>GL_ONE</tt>\n| <tt>GL_ONE_MINUS_SRC_ALPHA</tt>\n|}\n\nTable Credits: Deamon, for unearthing blending mode names and laying out the original table; relaxok, for checking D3D state at runtime; schlumpf, for the initial reversing work; fallenoak, for mapping Deamon's table to OpenGL enums and verifying values across several expansion clients.\n\n== Texture Blending ==\n\nTexture blending controls how multiple textures are combined prior to being drawn to the framebuffer.\n\n=== EGxTexBlend ===\n\n{| class=\"wikitable sortable\"\n|-\n! Idx\n! EGxTexBlend\n! ColorOp\n! AlphaOp\n|-\n| <tt>0</tt>\n| <tt>GxTexBlend_Opaque</tt>\n| <tt>GxTexOp_Mod</tt>\n| <tt>GxTexOp_PassThru</tt>\n|-\n| <tt>1</tt>\n| <tt>GxTexBlend_Mod</tt>\n| <tt>GxTexOp_Mod</tt>\n| <tt>GxTexOp_Mod</tt>\n|-\n| <tt>2</tt>\n| <tt>GxTexBlend_Decal</tt>\n| <tt>GxTexOp_Decal</tt>\n| <tt>GxTexOp_PassThru</tt>\n|-\n| <tt>3</tt>\n| <tt>GxTexBlend_Add</tt>\n| <tt>GxTexOp_Add</tt>\n| <tt>GxTexOp_Add</tt>\n|-\n| <tt>4</tt>\n| <tt>GxTexBlend_Mod2x</tt>\n| <tt>GxTexOp_Mod2x</tt>\n| <tt>GxTexOp_Mod2x</tt>\n|-\n| <tt>5</tt>\n| <tt>GxTexBlend_Fade</tt>\n| <tt>GxTexOp_Fade</tt>\n| <tt>GxTexOp_PassThru</tt>\n|-\n| <tt>6</tt>\n| <tt>GxTexBlend_Mod2xNA</tt>\n| <tt>GxTexOp_Mod2x</tt>\n| <tt>GxTexOp_PassThru</tt>\n|-\n| <tt>7</tt>\n| <tt>GxTexBlend_AddNA</tt>\n| <tt>GxTexOp_Add</tt>\n| <tt>GxTexOp_PassThru</tt>\n|}\n\n=== EGxTexOp ===\n\n{| class=\"wikitable sortable\"\n|-\n! Idx\n! EGxTexOp\n! Op\n! Scale\n! Arg0\n! Arg1\n! Arg2\n|-\n| <tt>0</tt>\n| <tt>GxTexOp_Mod</tt>\n| <tt>GL_MODULATE</tt>\n| <tt>1.0f</tt>\n| <tt>GL_PREVIOUS</tt>\n| <tt>GL_TEXTURE</tt>\n| <tt>GL_CONSTANT</tt>\n|-\n| <tt>1</tt>\n| <tt>GxTexOp_Mod2x</tt>\n| <tt>GL_MODULATE</tt>\n| <tt>2.0f</tt>\n| <tt>GL_PREVIOUS</tt>\n| <tt>GL_TEXTURE</tt>\n| <tt>GL_CONSTANT</tt>\n|-\n| <tt>2</tt>\n| <tt>GxTexOp_Add</tt>\n| <tt>GL_ADD</tt>\n| <tt>1.0f</tt>\n| <tt>GL_PREVIOUS</tt>\n| <tt>GL_TEXTURE</tt>\n| <tt>GL_CONSTANT</tt>\n|-\n| <tt>3</tt>\n| <tt>GxTexOp_PassThru</tt>\n| <tt>GL_REPLACE</tt>\n| <tt>1.0f</tt>\n| <tt>GL_PREVIOUS</tt>\n| <tt>GL_TEXTURE</tt>\n| <tt>GL_CONSTANT</tt>\n|-\n| <tt>4</tt>\n| <tt>GxTexOp_Decal</tt>\n| <tt>GL_INTERPOLATE</tt>\n| <tt>1.0f</tt>\n| <tt>GL_PREVIOUS</tt>\n| <tt>GL_TEXTURE</tt>\n| <tt>GL_TEXTURE</tt>\n|-\n| <tt>5</tt>\n| <tt>GxTexOp_Fade</tt>\n| <tt>GL_INTERPOLATE</tt>\n| <tt>1.0f</tt>\n| <tt>GL_TEXTURE</tt>\n| <tt>GL_PREVIOUS</tt>\n| <tt>GL_TEXTURE</tt>\n|}\n\n=== ColorOp FFP State ===\n\nWhen rendering is done using the fixed function pipeline code path, the following calls are made to set the texture blending color op:\n\n<syntaxhighlight lang=\"cpp\">\nglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, op);\nglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE,   scale);\nglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, arg0);\nglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, arg1);\nglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, arg2);\n</syntaxhighlight>\n\n=== AlphaOp FFP State ===\n\nWhen rendering is done using the fixed function pipeline code path, the following calls are made to set the texture blending alpha op:\n\n<syntaxhighlight lang=\"cpp\">\nglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, op);\nglTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE,   scale);\nglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, arg0);\nglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, arg1);\nglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, arg2);\n</syntaxhighlight>\n\n== Texture Formats ==\n\nOver the years, the client has used a plethora of texture formats for various rendering features. Formats are defined by the <tt>EGxTexFormat</tt> enum. Earlier clients support fewer texture formats than later clients.\n\n=== EGxTexFormat ===\n\n{| class=\"wikitable sortable\"\n|-\n! EGxTexFormat\n! Oldest Known Support\n|-\n| <tt>GxTex_Unknown</tt>\n| <tt>0.5.3.3368</tt>\n|-\n| <tt>GxTex_Abgr8888</tt>\n| <tt>?</tt>\n|-\n| <tt>GxTex_Argb8888</tt>\n| <tt>0.5.3.3368</tt>\n|-\n| <tt>GxTex_Argb4444</tt>\n| <tt>0.5.3.3368</tt>\n|-\n| <tt>GxTex_Argb1555</tt>\n| <tt>0.5.3.3368</tt>\n|-\n| <tt>GxTex_Rgb565</tt>\n| <tt>0.5.3.3368</tt>\n|-\n| <tt>GxTex_Dxt1</tt>\n| <tt>0.5.3.3368</tt>\n|-\n| <tt>GxTex_Dxt3</tt>\n| <tt>0.5.3.3368</tt>\n|-\n| <tt>GxTex_Dxt5</tt>\n| <tt>0.5.3.3368</tt>\n|-\n| <tt>GxTex_Uv88</tt>\n| <tt>?</tt>\n|-\n| <tt>GxTex_Gr1616F</tt>\n| <tt>?</tt>\n|-\n| <tt>GxTex_R32F</tt>\n| <tt>?</tt>\n|-\n| <tt>GxTex_D24X8</tt>\n| <tt>?</tt>\n|}\n\n== Texture Targets ==\n\n=== EGxTexTarget ===\n\n{| class=\"wikitable sortable\"\n|-\n! Idx\n! EGxTexTarget\n! OpenGL\n|-\n| <tt>0</tt>\n| <tt>GxTex_2d</tt>\n| <tt>GL_TEXTURE_2D</tt>\n|-\n| <tt>1</tt>\n| <tt>GxTex_CubeMap</tt>\n| <tt>GL_TEXTURE_CUBE_MAP</tt>\n|-\n| <tt>2</tt>\n| <tt>GxTex_Rectangle</tt>\n| <tt>GL_TEXTURE_RECTANGLE</tt>\n|-\n| <tt>3</tt>\n| <tt>GxTex_NonPow2??</tt>\n| <tt>GL_TEXTURE_2D</tt>\n|-\n| <tt>4</tt>\n| <tt>GxTex_Volume</tt>\n| <tt>GL_TEXTURE_3D</tt>\n|-\n| <tt>5</tt>\n| <tt>GxTex_Internal??</tt>\n| <tt>GL_ZERO</tt>\n|}\n\n== Fog ==\n\n=== ViewSettings::s_fogInfo ===\n\nThere are 4 types of fog defined in <tt>ViewSettings::s_fogInfo</tt>\n\n* <tt>0</tt>: Unk (maybe: exterior above water fog)\n* <tt>1</tt>: Unk (maybe: interior above water fog)\n* <tt>2</tt>: Exterior underwater fog\n* <tt>3</tt>: Interior underwater fog\n\n== Liquid ==\n\n=== Liquid::s_waterDetail ===\n\nLiquid rendering quality. From http://wow.gamepedia.com/Console_variables#Graphics:\n\n* <tt>0</tt>: Old water\n* <tt>1</tt>: Screen space reflection\n* <tt>2</tt>: Dynamic reflection"
                    }
                ]
            }
        }
    }
}