File formats & reference

Legacy reference material on Panda3D’s file formats, configuration, and a few specific workflows. Much of this predates the modern docs and describes the engine at a detailed, format-spec level; it has been cleaned up and split by topic, but treat specific API details with appropriate suspicion and check against the source or the Engine subsystems pages, which document the current code.

Contents

Page

What it covers

The GraphicsEngine

GraphicsEngine/GraphicsPipe/GraphicsStateGuardian/GraphicsWindow/GraphicsBuffer — creating windows & offscreen buffers (see also Display & GSG backends).

ppython

What ppython is and why it exists.

Panda Audio API

AudioManager/AudioSound usage (see also the Audio deep-dive).

Coding style

Panda3D’s C++ coding-style conventions.

Collision flags

Collision bit-flag reference (see also Collision & physics).

egg-palettize

The texture-palettizer tool and .txa syntax (see also pandatool).

The egg file format

The full .egg file-format specification — entries, geometry, grouping, collision, animation (see also the Egg library & loader deep-dive).

How to control render order

Cull bins, sort order, and depth sorting (see also Scene graph).

How to make a multipart actor

Multipart vs. half-body actors and how to assemble them.

MultiGen model flags

MultiGen exporter model-flag reference.

Multi-texturing in Maya

Setting up multi-texturing in the Maya exporter.

The Config (PRC) system

Defining, assigning, querying, and managing PRC config variables (see also the dtool / config deep-dive).