RenderWare binary stream: GraphViz block diagram (.dot) source

Application

Games based on RenderWare engine (Grand Theft Auto 3D series)

This page hosts a formal specification of RenderWare binary stream using Kaitai Struct. This specification can be automatically translated into a variety of programming languages to get a parsing library.

GraphViz block diagram source

renderware_binary_stream.dot

digraph {
	rankdir=LR;
	node [shape=plaintext];
	subgraph cluster__renderware_binary_stream {
		label="RenderwareBinaryStream";
		graph[style=dotted];

		renderware_binary_stream__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
			<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
			<TR><TD PORT="code_pos">0</TD><TD PORT="code_size">4</TD><TD>u4le‚ÜíSections</TD><TD PORT="code_type">code</TD></TR>
			<TR><TD PORT="size_pos">4</TD><TD PORT="size_size">4</TD><TD>u4le</TD><TD PORT="size_type">size</TD></TR>
			<TR><TD PORT="version_pos">8</TD><TD PORT="version_size">4</TD><TD>u4le</TD><TD PORT="version_type">version</TD></TR>
			<TR><TD PORT="body_pos">12</TD><TD PORT="body_size">...</TD><TD>switch (code)</TD><TD PORT="body_type">body</TD></TR>
		</TABLE>>];
renderware_binary_stream__seq_body_switch [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
	<TR><TD BGCOLOR="#F0F2E4">case</TD><TD BGCOLOR="#F0F2E4">type</TD></TR>
	<TR><TD>:sections_texture_dictionary</TD><TD PORT="case0">ListWithHeader</TD></TR>
	<TR><TD>:sections_geometry_list</TD><TD PORT="case1">ListWithHeader</TD></TR>
	<TR><TD>:sections_clump</TD><TD PORT="case2">ListWithHeader</TD></TR>
	<TR><TD>:sections_texture_native</TD><TD PORT="case3">ListWithHeader</TD></TR>
	<TR><TD>:sections_frame_list</TD><TD PORT="case4">ListWithHeader</TD></TR>
	<TR><TD>:sections_geometry</TD><TD PORT="case5">ListWithHeader</TD></TR>
</TABLE>>];
		subgraph cluster__struct_clump {
			label="RenderwareBinaryStream::StructClump";
			graph[style=dotted];

			struct_clump__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="num_atomics_pos">0</TD><TD PORT="num_atomics_size">4</TD><TD>u4le</TD><TD PORT="num_atomics_type">num_atomics</TD></TR>
				<TR><TD PORT="num_lights_pos">4</TD><TD PORT="num_lights_size">4</TD><TD>u4le</TD><TD PORT="num_lights_type">num_lights</TD></TR>
				<TR><TD PORT="num_cameras_pos">8</TD><TD PORT="num_cameras_size">4</TD><TD>u4le</TD><TD PORT="num_cameras_type">num_cameras</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__struct_geometry {
			label="RenderwareBinaryStream::StructGeometry";
			graph[style=dotted];

			struct_geometry__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="format_pos">0</TD><TD PORT="format_size">4</TD><TD>u4le</TD><TD PORT="format_type">format</TD></TR>
				<TR><TD PORT="num_triangles_pos">4</TD><TD PORT="num_triangles_size">4</TD><TD>u4le</TD><TD PORT="num_triangles_type">num_triangles</TD></TR>
				<TR><TD PORT="num_vertices_pos">8</TD><TD PORT="num_vertices_size">4</TD><TD>u4le</TD><TD PORT="num_vertices_type">num_vertices</TD></TR>
				<TR><TD PORT="num_morph_targets_pos">12</TD><TD PORT="num_morph_targets_size">4</TD><TD>u4le</TD><TD PORT="num_morph_targets_type">num_morph_targets</TD></TR>
				<TR><TD PORT="surf_prop_pos">16</TD><TD PORT="surf_prop_size">12</TD><TD>SurfaceProperties</TD><TD PORT="surf_prop_type">surf_prop</TD></TR>
				<TR><TD PORT="geometry_pos">28</TD><TD PORT="geometry_size">...</TD><TD>GeometryNonNative</TD><TD PORT="geometry_type">geometry</TD></TR>
				<TR><TD PORT="morph_targets_pos">...</TD><TD PORT="morph_targets_size">...</TD><TD>MorphTarget</TD><TD PORT="morph_targets_type">morph_targets</TD></TR>
				<TR><TD COLSPAN="4" PORT="morph_targets__repeat">repeat num_morph_targets times</TD></TR>
			</TABLE>>];
			struct_geometry__inst__is_textured [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">id</TD><TD BGCOLOR="#E0FFE0">value</TD></TR>
				<TR><TD>is_textured</TD><TD>(format &amp; 4) != 0</TD></TR>
			</TABLE>>];
			struct_geometry__inst__is_prelit [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">id</TD><TD BGCOLOR="#E0FFE0">value</TD></TR>
				<TR><TD>is_prelit</TD><TD>(format &amp; 8) != 0</TD></TR>
			</TABLE>>];
			struct_geometry__inst__is_textured2 [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">id</TD><TD BGCOLOR="#E0FFE0">value</TD></TR>
				<TR><TD>is_textured2</TD><TD>(format &amp; 128) != 0</TD></TR>
			</TABLE>>];
			struct_geometry__inst__is_native [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">id</TD><TD BGCOLOR="#E0FFE0">value</TD></TR>
				<TR><TD>is_native</TD><TD>(format &amp; 16777216) != 0</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__geometry_non_native {
			label="RenderwareBinaryStream::GeometryNonNative";
			graph[style=dotted];

			geometry_non_native__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="prelit_colors_pos">0</TD><TD PORT="prelit_colors_size">4</TD><TD>Rgba</TD><TD PORT="prelit_colors_type">prelit_colors</TD></TR>
				<TR><TD COLSPAN="4" PORT="prelit_colors__repeat">repeat _parent.num_vertices times</TD></TR>
				<TR><TD PORT="tex_coords_pos">...</TD><TD PORT="tex_coords_size">8</TD><TD>TexCoord</TD><TD PORT="tex_coords_type">tex_coords</TD></TR>
				<TR><TD COLSPAN="4" PORT="tex_coords__repeat">repeat _parent.num_vertices times</TD></TR>
				<TR><TD PORT="triangles_pos">...</TD><TD PORT="triangles_size">8</TD><TD>Triangle</TD><TD PORT="triangles_type">triangles</TD></TR>
				<TR><TD COLSPAN="4" PORT="triangles__repeat">repeat _parent.num_triangles times</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__struct_geometry_list {
			label="RenderwareBinaryStream::StructGeometryList";
			graph[style=dotted];

			struct_geometry_list__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="num_geometries_pos">0</TD><TD PORT="num_geometries_size">4</TD><TD>u4le</TD><TD PORT="num_geometries_type">num_geometries</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__rgba {
			label="RenderwareBinaryStream::Rgba";
			graph[style=dotted];

			rgba__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="r_pos">0</TD><TD PORT="r_size">1</TD><TD>u1</TD><TD PORT="r_type">r</TD></TR>
				<TR><TD PORT="g_pos">1</TD><TD PORT="g_size">1</TD><TD>u1</TD><TD PORT="g_type">g</TD></TR>
				<TR><TD PORT="b_pos">2</TD><TD PORT="b_size">1</TD><TD>u1</TD><TD PORT="b_type">b</TD></TR>
				<TR><TD PORT="a_pos">3</TD><TD PORT="a_size">1</TD><TD>u1</TD><TD PORT="a_type">a</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__sphere {
			label="RenderwareBinaryStream::Sphere";
			graph[style=dotted];

			sphere__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="x_pos">0</TD><TD PORT="x_size">4</TD><TD>f4le</TD><TD PORT="x_type">x</TD></TR>
				<TR><TD PORT="y_pos">4</TD><TD PORT="y_size">4</TD><TD>f4le</TD><TD PORT="y_type">y</TD></TR>
				<TR><TD PORT="z_pos">8</TD><TD PORT="z_size">4</TD><TD>f4le</TD><TD PORT="z_type">z</TD></TR>
				<TR><TD PORT="radius_pos">12</TD><TD PORT="radius_size">4</TD><TD>f4le</TD><TD PORT="radius_type">radius</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__morph_target {
			label="RenderwareBinaryStream::MorphTarget";
			graph[style=dotted];

			morph_target__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="bounding_sphere_pos">0</TD><TD PORT="bounding_sphere_size">16</TD><TD>Sphere</TD><TD PORT="bounding_sphere_type">bounding_sphere</TD></TR>
				<TR><TD PORT="has_vertices_pos">16</TD><TD PORT="has_vertices_size">4</TD><TD>u4le</TD><TD PORT="has_vertices_type">has_vertices</TD></TR>
				<TR><TD PORT="has_normals_pos">20</TD><TD PORT="has_normals_size">4</TD><TD>u4le</TD><TD PORT="has_normals_type">has_normals</TD></TR>
				<TR><TD PORT="vertices_pos">24</TD><TD PORT="vertices_size">12</TD><TD>Vector3d</TD><TD PORT="vertices_type">vertices</TD></TR>
				<TR><TD COLSPAN="4" PORT="vertices__repeat">repeat _parent.num_vertices times</TD></TR>
				<TR><TD PORT="normals_pos">...</TD><TD PORT="normals_size">12</TD><TD>Vector3d</TD><TD PORT="normals_type">normals</TD></TR>
				<TR><TD COLSPAN="4" PORT="normals__repeat">repeat _parent.num_vertices times</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__surface_properties {
			label="RenderwareBinaryStream::SurfaceProperties";
			graph[style=dotted];

			surface_properties__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="ambient_pos">0</TD><TD PORT="ambient_size">4</TD><TD>f4le</TD><TD PORT="ambient_type">ambient</TD></TR>
				<TR><TD PORT="specular_pos">4</TD><TD PORT="specular_size">4</TD><TD>f4le</TD><TD PORT="specular_type">specular</TD></TR>
				<TR><TD PORT="diffuse_pos">8</TD><TD PORT="diffuse_size">4</TD><TD>f4le</TD><TD PORT="diffuse_type">diffuse</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__struct_frame_list {
			label="RenderwareBinaryStream::StructFrameList";
			graph[style=dotted];

			struct_frame_list__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="num_frames_pos">0</TD><TD PORT="num_frames_size">4</TD><TD>u4le</TD><TD PORT="num_frames_type">num_frames</TD></TR>
				<TR><TD PORT="frames_pos">4</TD><TD PORT="frames_size">56</TD><TD>Frame</TD><TD PORT="frames_type">frames</TD></TR>
				<TR><TD COLSPAN="4" PORT="frames__repeat">repeat num_frames times</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__matrix {
			label="RenderwareBinaryStream::Matrix";
			graph[style=dotted];

			matrix__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="entries_pos">0</TD><TD PORT="entries_size">12</TD><TD>Vector3d</TD><TD PORT="entries_type">entries</TD></TR>
				<TR><TD COLSPAN="4" PORT="entries__repeat">repeat 3 times</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__vector_3d {
			label="RenderwareBinaryStream::Vector3d";
			graph[style=dotted];

			vector_3d__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="x_pos">0</TD><TD PORT="x_size">4</TD><TD>f4le</TD><TD PORT="x_type">x</TD></TR>
				<TR><TD PORT="y_pos">4</TD><TD PORT="y_size">4</TD><TD>f4le</TD><TD PORT="y_type">y</TD></TR>
				<TR><TD PORT="z_pos">8</TD><TD PORT="z_size">4</TD><TD>f4le</TD><TD PORT="z_type">z</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__list_with_header {
			label="RenderwareBinaryStream::ListWithHeader";
			graph[style=dotted];

			list_with_header__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="code_pos">0</TD><TD PORT="code_size">4</TD><TD>01 00 00 00</TD><TD PORT="code_type">code</TD></TR>
				<TR><TD PORT="header_size_pos">4</TD><TD PORT="header_size_size">4</TD><TD>u4le</TD><TD PORT="header_size_type">header_size</TD></TR>
				<TR><TD PORT="version_pos">8</TD><TD PORT="version_size">4</TD><TD>u4le</TD><TD PORT="version_type">version</TD></TR>
				<TR><TD PORT="header_pos">12</TD><TD PORT="header_size">...</TD><TD>switch (_parent.code)</TD><TD PORT="header_type">header</TD></TR>
				<TR><TD PORT="entries_pos">...</TD><TD PORT="entries_size">...</TD><TD>RenderwareBinaryStream</TD><TD PORT="entries_type">entries</TD></TR>
				<TR><TD COLSPAN="4" PORT="entries__repeat">repeat to end of stream</TD></TR>
			</TABLE>>];
list_with_header__seq_header_switch [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
	<TR><TD BGCOLOR="#F0F2E4">case</TD><TD BGCOLOR="#F0F2E4">type</TD></TR>
	<TR><TD>:sections_texture_dictionary</TD><TD PORT="case0">StructTextureDictionary</TD></TR>
	<TR><TD>:sections_geometry_list</TD><TD PORT="case1">StructGeometryList</TD></TR>
	<TR><TD>:sections_clump</TD><TD PORT="case2">StructClump</TD></TR>
	<TR><TD>:sections_frame_list</TD><TD PORT="case3">StructFrameList</TD></TR>
	<TR><TD>:sections_geometry</TD><TD PORT="case4">StructGeometry</TD></TR>
</TABLE>>];
		}
		subgraph cluster__triangle {
			label="RenderwareBinaryStream::Triangle";
			graph[style=dotted];

			triangle__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="vertex2_pos">0</TD><TD PORT="vertex2_size">2</TD><TD>u2le</TD><TD PORT="vertex2_type">vertex2</TD></TR>
				<TR><TD PORT="vertex1_pos">2</TD><TD PORT="vertex1_size">2</TD><TD>u2le</TD><TD PORT="vertex1_type">vertex1</TD></TR>
				<TR><TD PORT="material_id_pos">4</TD><TD PORT="material_id_size">2</TD><TD>u2le</TD><TD PORT="material_id_type">material_id</TD></TR>
				<TR><TD PORT="vertex3_pos">6</TD><TD PORT="vertex3_size">2</TD><TD>u2le</TD><TD PORT="vertex3_type">vertex3</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__frame {
			label="RenderwareBinaryStream::Frame";
			graph[style=dotted];

			frame__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="rotation_matrix_pos">0</TD><TD PORT="rotation_matrix_size">36</TD><TD>Matrix</TD><TD PORT="rotation_matrix_type">rotation_matrix</TD></TR>
				<TR><TD PORT="position_pos">36</TD><TD PORT="position_size">12</TD><TD>Vector3d</TD><TD PORT="position_type">position</TD></TR>
				<TR><TD PORT="cur_frame_idx_pos">48</TD><TD PORT="cur_frame_idx_size">4</TD><TD>s4le</TD><TD PORT="cur_frame_idx_type">cur_frame_idx</TD></TR>
				<TR><TD PORT="matrix_creation_flags_pos">52</TD><TD PORT="matrix_creation_flags_size">4</TD><TD>u4le</TD><TD PORT="matrix_creation_flags_type">matrix_creation_flags</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__tex_coord {
			label="RenderwareBinaryStream::TexCoord";
			graph[style=dotted];

			tex_coord__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="u_pos">0</TD><TD PORT="u_size">4</TD><TD>f4le</TD><TD PORT="u_type">u</TD></TR>
				<TR><TD PORT="v_pos">4</TD><TD PORT="v_size">4</TD><TD>f4le</TD><TD PORT="v_type">v</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__struct_texture_dictionary {
			label="RenderwareBinaryStream::StructTextureDictionary";
			graph[style=dotted];

			struct_texture_dictionary__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="num_textures_pos">0</TD><TD PORT="num_textures_size">4</TD><TD>u4le</TD><TD PORT="num_textures_type">num_textures</TD></TR>
			</TABLE>>];
		}
	}
	renderware_binary_stream__seq:body_type -> renderware_binary_stream__seq_body_switch [style=bold];
	renderware_binary_stream__seq_body_switch:case0 -> list_with_header__seq [style=bold];
	renderware_binary_stream__seq_body_switch:case1 -> list_with_header__seq [style=bold];
	renderware_binary_stream__seq_body_switch:case2 -> list_with_header__seq [style=bold];
	renderware_binary_stream__seq_body_switch:case3 -> list_with_header__seq [style=bold];
	renderware_binary_stream__seq_body_switch:case4 -> list_with_header__seq [style=bold];
	renderware_binary_stream__seq_body_switch:case5 -> list_with_header__seq [style=bold];
	renderware_binary_stream__seq:code_type -> renderware_binary_stream__seq:body_type [color="#404040"];
	struct_geometry__seq:surf_prop_type -> surface_properties__seq [style=bold];
	struct_geometry__seq:geometry_type -> geometry_non_native__seq [style=bold];
	struct_geometry__seq:morph_targets_type -> morph_target__seq [style=bold];
	struct_geometry__seq:num_morph_targets_type -> struct_geometry__seq:morph_targets__repeat [color="#404040"];
	struct_geometry__seq:format_type -> struct_geometry__inst__is_textured [color="#404040"];
	struct_geometry__seq:format_type -> struct_geometry__inst__is_prelit [color="#404040"];
	struct_geometry__seq:format_type -> struct_geometry__inst__is_textured2 [color="#404040"];
	struct_geometry__seq:format_type -> struct_geometry__inst__is_native [color="#404040"];
	geometry_non_native__seq:prelit_colors_type -> rgba__seq [style=bold];
	struct_geometry__seq:num_vertices_type -> geometry_non_native__seq:prelit_colors__repeat [color="#404040"];
	geometry_non_native__seq:tex_coords_type -> tex_coord__seq [style=bold];
	struct_geometry__seq:num_vertices_type -> geometry_non_native__seq:tex_coords__repeat [color="#404040"];
	geometry_non_native__seq:triangles_type -> triangle__seq [style=bold];
	struct_geometry__seq:num_triangles_type -> geometry_non_native__seq:triangles__repeat [color="#404040"];
	morph_target__seq:bounding_sphere_type -> sphere__seq [style=bold];
	morph_target__seq:vertices_type -> vector_3d__seq [style=bold];
	struct_geometry__seq:num_vertices_type -> morph_target__seq:vertices__repeat [color="#404040"];
	morph_target__seq:normals_type -> vector_3d__seq [style=bold];
	struct_geometry__seq:num_vertices_type -> morph_target__seq:normals__repeat [color="#404040"];
	struct_frame_list__seq:frames_type -> frame__seq [style=bold];
	struct_frame_list__seq:num_frames_type -> struct_frame_list__seq:frames__repeat [color="#404040"];
	matrix__seq:entries_type -> vector_3d__seq [style=bold];
	list_with_header__seq:header_type -> list_with_header__seq_header_switch [style=bold];
	list_with_header__seq_header_switch:case0 -> struct_texture_dictionary__seq [style=bold];
	list_with_header__seq_header_switch:case1 -> struct_geometry_list__seq [style=bold];
	list_with_header__seq_header_switch:case2 -> struct_clump__seq [style=bold];
	list_with_header__seq_header_switch:case3 -> struct_frame_list__seq [style=bold];
	list_with_header__seq_header_switch:case4 -> struct_geometry__seq [style=bold];
	renderware_binary_stream__seq:code_type -> list_with_header__seq:header_type [color="#404040"];
	list_with_header__seq:entries_type -> renderware_binary_stream__seq [style=bold];
	frame__seq:rotation_matrix_type -> matrix__seq [style=bold];
	frame__seq:position_type -> vector_3d__seq [style=bold];
}