The MD2 format is used for 3D animated models in id Sofware's Quake II.
A model consists of named frames
, each with the same number of vertices
(vertices_per_frame
). Each such vertex has a position
and normal
in
model space. Each vertex has the same topological "meaning" across frames, in
terms of triangle and texture info; it just varies in position and normal for
animation purposes.
How the vertices form triangles is defined via disjoint triangles
or via
gl_cmds
(which allows strip and fan topology). Each triangle contains three
vertex_indices
into frame vertices, and three tex_point_indices
into
global tex_coords
. Each texture point has pixel coords s_px
and t_px
ranging from 0 to skin_{width,height}_px
respectively, along with
{s,t}_normalized
ranging from 0 to 1 for your convenience.
A GL command has a primitive
type (TRIANGLE_FAN
or TRIANGLE_STRIP
) along
with some vertices
. Each GL vertex contains tex_coords_normalized
from 0
to 1, and a vertex_index
into frame vertices.
A model may also contain skins
, which are just file paths to PCX images.
However, this is empty for many models, in which case it is up to the client
(e.g. Q2PRO) to offer skins some other way (e.g. by similar filename in the
current directory).
There are 198 frames
in total, partitioned into a fixed set of ranges used
for different animations. Each frame has a standard name
for humans, but the
client just uses their index and the name can be arbitrary. The name, start
frame index and frame count of each animation can be looked up in the arrays
anim_names
, anim_start_indices
, and anim_num_frames
respectively. This
information is summarized in the following table:
| INDEX | NAME | SUFFIX | NOTES |
|:--------:|--------:|:-------|:-------------------------------------------------------|
| 0-39 | stand | 01-40 | Idle animation |
| 40-45 | run | 1-6 | Full run cycle |
| 46-53 | attack | 1-8 | Shoot, reload; some weapons just repeat 1st few frames |
| 54-57 | pain1 | 01-04 | Q2Pro also uses this for switching weapons |
| 58-61 | pain2 | 01-04 | |
| 62-65 | pain3 | 01-04 | |
| 66-71 | jump | 1-6 | Starts at height and lands on feet |
| 72-83 | flip | 01-12 | Flipoff, i.e. middle finger |
| 84-94 | salute | 01-11 | |
| 95-111 | taunt | 01-17 | |
| 112-122 | wave | 01-11 | Q2Pro plays this backwards for a handgrenade toss |
| 123-134 | point | 01-12 | |
| 135-153 | crstnd | 01-19 | Idle while crouching |
| 154-159 | crwalk | 1-6 | |
| 160-168 | crattak | 1-9 | |
| 169-172 | crpain | 1-4 | |
| 173-177 | crdeath | 1-5 | |
| 178-183 | death1 | 01-06 | |
| 184-189 | death2 | 01-06 | |
| 190-197 | death3 | 01-08 | |
The above are filled in for player models; for the separate weapon models,
the final frame is 173 "g_view" (unknown purpose) since weapons aren't shown
during death animations. a_grenades.md2
, the handgrenade weapon model, is
the same except that the wave
frames are blank (according to the default
female model files). This is likely due to its dual use as a grenade throw
animation where this model must leave the player's model.
This page hosts a formal specification of Quake II player model (version 8) using Kaitai Struct. This specification can be automatically translated into a variety of programming languages to get a parsing library.
All parsing code for Ruby generated by Kaitai Struct depends on the Ruby runtime library. You have to install it before you can parse data.
The Ruby runtime library can be installed from RubyGems:
gem install kaitai-struct
Parse a local file and get structure in memory:
data = Quake2Md2.from_file("path/to/local/file.md2")
Or parse structure from a string of bytes:
bytes = "\x00\x01\x02..."
data = Quake2Md2.new(Kaitai::Struct::Stream.new(bytes))
After that, one can get various attributes from the structure by invoking getter methods like:
data.magic # => get magic
# This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild
require 'kaitai/struct/struct'
unless Gem::Version.new(Kaitai::Struct::VERSION) >= Gem::Version.new('0.9')
raise "Incompatible Kaitai Struct Ruby API: 0.9 or later is required, but you have #{Kaitai::Struct::VERSION}"
end
##
# The MD2 format is used for 3D animated models in id Sofware's Quake II.
#
# A model consists of named `frames`, each with the same number of `vertices`
# (`vertices_per_frame`). Each such vertex has a `position` and `normal` in
# model space. Each vertex has the same topological "meaning" across frames, in
# terms of triangle and texture info; it just varies in position and normal for
# animation purposes.
#
# How the vertices form triangles is defined via disjoint `triangles` or via
# `gl_cmds` (which allows strip and fan topology). Each triangle contains three
# `vertex_indices` into frame vertices, and three `tex_point_indices` into
# global `tex_coords`. Each texture point has pixel coords `s_px` and `t_px`
# ranging from 0 to `skin_{width,height}_px` respectively, along with
# `{s,t}_normalized` ranging from 0 to 1 for your convenience.
#
# A GL command has a `primitive` type (`TRIANGLE_FAN` or `TRIANGLE_STRIP`) along
# with some `vertices`. Each GL vertex contains `tex_coords_normalized` from 0
# to 1, and a `vertex_index` into frame vertices.
#
# A model may also contain `skins`, which are just file paths to PCX images.
# However, this is empty for many models, in which case it is up to the client
# (e.g. Q2PRO) to offer skins some other way (e.g. by similar filename in the
# current directory).
#
# There are 198 `frames` in total, partitioned into a fixed set of ranges used
# for different animations. Each frame has a standard `name` for humans, but the
# client just uses their index and the name can be arbitrary. The name, start
# frame index and frame count of each animation can be looked up in the arrays
# `anim_names`, `anim_start_indices`, and `anim_num_frames` respectively. This
# information is summarized in the following table:
#
# ```
# | INDEX | NAME | SUFFIX | NOTES |
# |:--------:|--------:|:-------|:-------------------------------------------------------|
# | 0-39 | stand | 01-40 | Idle animation |
# | 40-45 | run | 1-6 | Full run cycle |
# | 46-53 | attack | 1-8 | Shoot, reload; some weapons just repeat 1st few frames |
# | 54-57 | pain1 | 01-04 | Q2Pro also uses this for switching weapons |
# | 58-61 | pain2 | 01-04 | |
# | 62-65 | pain3 | 01-04 | |
# | 66-71 | jump | 1-6 | Starts at height and lands on feet |
# | 72-83 | flip | 01-12 | Flipoff, i.e. middle finger |
# | 84-94 | salute | 01-11 | |
# | 95-111 | taunt | 01-17 | |
# | 112-122 | wave | 01-11 | Q2Pro plays this backwards for a handgrenade toss |
# | 123-134 | point | 01-12 | |
# | 135-153 | crstnd | 01-19 | Idle while crouching |
# | 154-159 | crwalk | 1-6 | |
# | 160-168 | crattak | 1-9 | |
# | 169-172 | crpain | 1-4 | |
# | 173-177 | crdeath | 1-5 | |
# | 178-183 | death1 | 01-06 | |
# | 184-189 | death2 | 01-06 | |
# | 190-197 | death3 | 01-08 | |
# ```
#
# The above are filled in for player models; for the separate weapon models,
# the final frame is 173 "g_view" (unknown purpose) since weapons aren't shown
# during death animations. `a_grenades.md2`, the handgrenade weapon model, is
# the same except that the `wave` frames are blank (according to the default
# female model files). This is likely due to its dual use as a grenade throw
# animation where this model must leave the player's model.
# @see https://icculus.org/~phaethon/q3a/formats/md2-schoenblum.html Source
# @see http://tfc.duke.free.fr/coding/md2-specs-en.html Source
# @see http://tastyspleen.net/~panjoo/downloads/quake2_model_frames.html Source
# @see http://wiki.polycount.com/wiki/OldSiteResourcesQuake2FramesList Source
class Quake2Md2 < Kaitai::Struct::Struct
GL_PRIMITIVE = {
0 => :gl_primitive_triangle_strip,
1 => :gl_primitive_triangle_fan,
}
I__GL_PRIMITIVE = GL_PRIMITIVE.invert
def initialize(_io, _parent = nil, _root = self)
super(_io, _parent, _root)
_read
end
def _read
@magic = @_io.read_bytes(4)
raise Kaitai::Struct::ValidationNotEqualError.new([73, 68, 80, 50].pack('C*'), magic, _io, "/seq/0") if not magic == [73, 68, 80, 50].pack('C*')
@version = @_io.read_u4le
raise Kaitai::Struct::ValidationNotEqualError.new(8, version, _io, "/seq/1") if not version == 8
@skin_width_px = @_io.read_u4le
@skin_height_px = @_io.read_u4le
@bytes_per_frame = @_io.read_u4le
@num_skins = @_io.read_u4le
@vertices_per_frame = @_io.read_u4le
@num_tex_coords = @_io.read_u4le
@num_triangles = @_io.read_u4le
@num_gl_cmds = @_io.read_u4le
@num_frames = @_io.read_u4le
@ofs_skins = @_io.read_u4le
@ofs_tex_coords = @_io.read_u4le
@ofs_triangles = @_io.read_u4le
@ofs_frames = @_io.read_u4le
@ofs_gl_cmds = @_io.read_u4le
@ofs_eof = @_io.read_u4le
self
end
class Vertex < Kaitai::Struct::Struct
def initialize(_io, _parent = nil, _root = self)
super(_io, _parent, _root)
_read
end
def _read
@position = CompressedVec.new(@_io, self, @_root)
@normal_index = @_io.read_u1
self
end
def normal
return @normal unless @normal.nil?
@normal = _root.anorms_table[normal_index]
@normal
end
attr_reader :position
attr_reader :normal_index
end
class CompressedVec < Kaitai::Struct::Struct
def initialize(_io, _parent = nil, _root = self)
super(_io, _parent, _root)
_read
end
def _read
@x_compressed = @_io.read_u1
@y_compressed = @_io.read_u1
@z_compressed = @_io.read_u1
self
end
def x
return @x unless @x.nil?
@x = ((x_compressed * _parent._parent.scale.x) + _parent._parent.translate.x)
@x
end
def y
return @y unless @y.nil?
@y = ((y_compressed * _parent._parent.scale.y) + _parent._parent.translate.y)
@y
end
def z
return @z unless @z.nil?
@z = ((z_compressed * _parent._parent.scale.z) + _parent._parent.translate.z)
@z
end
attr_reader :x_compressed
attr_reader :y_compressed
attr_reader :z_compressed
end
class Triangle < Kaitai::Struct::Struct
def initialize(_io, _parent = nil, _root = self)
super(_io, _parent, _root)
_read
end
def _read
@vertex_indices = []
(3).times { |i|
@vertex_indices << @_io.read_u2le
}
@tex_point_indices = []
(3).times { |i|
@tex_point_indices << @_io.read_u2le
}
self
end
##
# indices to `_root.frames[i].vertices` (for each frame with index `i`)
attr_reader :vertex_indices
##
# indices to `_root.tex_coords`
attr_reader :tex_point_indices
end
class Frame < Kaitai::Struct::Struct
def initialize(_io, _parent = nil, _root = self)
super(_io, _parent, _root)
_read
end
def _read
@scale = Vec3f.new(@_io, self, @_root)
@translate = Vec3f.new(@_io, self, @_root)
@name = (Kaitai::Struct::Stream::bytes_terminate(@_io.read_bytes(16), 0, false)).force_encoding("ascii")
@vertices = []
(_root.vertices_per_frame).times { |i|
@vertices << Vertex.new(@_io, self, @_root)
}
self
end
attr_reader :scale
attr_reader :translate
attr_reader :name
attr_reader :vertices
end
class GlCmdsList < Kaitai::Struct::Struct
def initialize(_io, _parent = nil, _root = self)
super(_io, _parent, _root)
_read
end
def _read
if !(_io.eof?)
@items = []
i = 0
begin
_ = GlCmd.new(@_io, self, @_root)
@items << _
i += 1
end until _.cmd_num_vertices == 0
end
self
end
attr_reader :items
end
class TexPoint < Kaitai::Struct::Struct
def initialize(_io, _parent = nil, _root = self)
super(_io, _parent, _root)
_read
end
def _read
@s_px = @_io.read_u2le
@t_px = @_io.read_u2le
self
end
def s_normalized
return @s_normalized unless @s_normalized.nil?
@s_normalized = ((s_px + 0.0) / _root.skin_width_px)
@s_normalized
end
def t_normalized
return @t_normalized unless @t_normalized.nil?
@t_normalized = ((t_px + 0.0) / _root.skin_height_px)
@t_normalized
end
attr_reader :s_px
attr_reader :t_px
end
class Vec3f < Kaitai::Struct::Struct
def initialize(_io, _parent = nil, _root = self)
super(_io, _parent, _root)
_read
end
def _read
@x = @_io.read_f4le
@y = @_io.read_f4le
@z = @_io.read_f4le
self
end
attr_reader :x
attr_reader :y
attr_reader :z
end
class GlVertex < Kaitai::Struct::Struct
def initialize(_io, _parent = nil, _root = self)
super(_io, _parent, _root)
_read
end
def _read
@tex_coords_normalized = []
(2).times { |i|
@tex_coords_normalized << @_io.read_f4le
}
@vertex_index = @_io.read_u4le
self
end
attr_reader :tex_coords_normalized
##
# index to `_root.frames[i].vertices` (for each frame with index `i`)
attr_reader :vertex_index
end
class GlCmd < Kaitai::Struct::Struct
def initialize(_io, _parent = nil, _root = self)
super(_io, _parent, _root)
_read
end
def _read
@cmd_num_vertices = @_io.read_s4le
@vertices = []
(num_vertices).times { |i|
@vertices << GlVertex.new(@_io, self, @_root)
}
self
end
def num_vertices
return @num_vertices unless @num_vertices.nil?
@num_vertices = (cmd_num_vertices < 0 ? -(cmd_num_vertices) : cmd_num_vertices)
@num_vertices
end
def primitive
return @primitive unless @primitive.nil?
@primitive = (cmd_num_vertices < 0 ? :gl_primitive_triangle_fan : :gl_primitive_triangle_strip)
@primitive
end
attr_reader :cmd_num_vertices
attr_reader :vertices
end
def anim_num_frames
return @anim_num_frames unless @anim_num_frames.nil?
@anim_num_frames = [40, 6, 8, 4, 4, 4, 6, 12, 11, 17, 11, 12, 19, 6, 9, 4, 5, 6, 6, 8].pack('C*')
@anim_num_frames
end
##
# @see https://github.com/skullernet/q2pro/blob/f4faabd/src/common/math.c#L80
# from Quake anorms.h
def anorms_table
return @anorms_table unless @anorms_table.nil?
@anorms_table = [[-0.525731, 0.000000, 0.850651], [-0.442863, 0.238856, 0.864188], [-0.295242, 0.000000, 0.955423], [-0.309017, 0.500000, 0.809017], [-0.162460, 0.262866, 0.951056], [0.000000, 0.000000, 1.000000], [0.000000, 0.850651, 0.525731], [-0.147621, 0.716567, 0.681718], [0.147621, 0.716567, 0.681718], [0.000000, 0.525731, 0.850651], [0.309017, 0.500000, 0.809017], [0.525731, 0.000000, 0.850651], [0.295242, 0.000000, 0.955423], [0.442863, 0.238856, 0.864188], [0.162460, 0.262866, 0.951056], [-0.681718, 0.147621, 0.716567], [-0.809017, 0.309017, 0.500000], [-0.587785, 0.425325, 0.688191], [-0.850651, 0.525731, 0.000000], [-0.864188, 0.442863, 0.238856], [-0.716567, 0.681718, 0.147621], [-0.688191, 0.587785, 0.425325], [-0.500000, 0.809017, 0.309017], [-0.238856, 0.864188, 0.442863], [-0.425325, 0.688191, 0.587785], [-0.716567, 0.681718, -0.147621], [-0.500000, 0.809017, -0.309017], [-0.525731, 0.850651, 0.000000], [0.000000, 0.850651, -0.525731], [-0.238856, 0.864188, -0.442863], [0.000000, 0.955423, -0.295242], [-0.262866, 0.951056, -0.162460], [0.000000, 1.000000, 0.000000], [0.000000, 0.955423, 0.295242], [-0.262866, 0.951056, 0.162460], [0.238856, 0.864188, 0.442863], [0.262866, 0.951056, 0.162460], [0.500000, 0.809017, 0.309017], [0.238856, 0.864188, -0.442863], [0.262866, 0.951056, -0.162460], [0.500000, 0.809017, -0.309017], [0.850651, 0.525731, 0.000000], [0.716567, 0.681718, 0.147621], [0.716567, 0.681718, -0.147621], [0.525731, 0.850651, 0.000000], [0.425325, 0.688191, 0.587785], [0.864188, 0.442863, 0.238856], [0.688191, 0.587785, 0.425325], [0.809017, 0.309017, 0.500000], [0.681718, 0.147621, 0.716567], [0.587785, 0.425325, 0.688191], [0.955423, 0.295242, 0.000000], [1.000000, 0.000000, 0.000000], [0.951056, 0.162460, 0.262866], [0.850651, -0.525731, 0.000000], [0.955423, -0.295242, 0.000000], [0.864188, -0.442863, 0.238856], [0.951056, -0.162460, 0.262866], [0.809017, -0.309017, 0.500000], [0.681718, -0.147621, 0.716567], [0.850651, 0.000000, 0.525731], [0.864188, 0.442863, -0.238856], [0.809017, 0.309017, -0.500000], [0.951056, 0.162460, -0.262866], [0.525731, 0.000000, -0.850651], [0.681718, 0.147621, -0.716567], [0.681718, -0.147621, -0.716567], [0.850651, 0.000000, -0.525731], [0.809017, -0.309017, -0.500000], [0.864188, -0.442863, -0.238856], [0.951056, -0.162460, -0.262866], [0.147621, 0.716567, -0.681718], [0.309017, 0.500000, -0.809017], [0.425325, 0.688191, -0.587785], [0.442863, 0.238856, -0.864188], [0.587785, 0.425325, -0.688191], [0.688191, 0.587785, -0.425325], [-0.147621, 0.716567, -0.681718], [-0.309017, 0.500000, -0.809017], [0.000000, 0.525731, -0.850651], [-0.525731, 0.000000, -0.850651], [-0.442863, 0.238856, -0.864188], [-0.295242, 0.000000, -0.955423], [-0.162460, 0.262866, -0.951056], [0.000000, 0.000000, -1.000000], [0.295242, 0.000000, -0.955423], [0.162460, 0.262866, -0.951056], [-0.442863, -0.238856, -0.864188], [-0.309017, -0.500000, -0.809017], [-0.162460, -0.262866, -0.951056], [0.000000, -0.850651, -0.525731], [-0.147621, -0.716567, -0.681718], [0.147621, -0.716567, -0.681718], [0.000000, -0.525731, -0.850651], [0.309017, -0.500000, -0.809017], [0.442863, -0.238856, -0.864188], [0.162460, -0.262866, -0.951056], [0.238856, -0.864188, -0.442863], [0.500000, -0.809017, -0.309017], [0.425325, -0.688191, -0.587785], [0.716567, -0.681718, -0.147621], [0.688191, -0.587785, -0.425325], [0.587785, -0.425325, -0.688191], [0.000000, -0.955423, -0.295242], [0.000000, -1.000000, 0.000000], [0.262866, -0.951056, -0.162460], [0.000000, -0.850651, 0.525731], [0.000000, -0.955423, 0.295242], [0.238856, -0.864188, 0.442863], [0.262866, -0.951056, 0.162460], [0.500000, -0.809017, 0.309017], [0.716567, -0.681718, 0.147621], [0.525731, -0.850651, 0.000000], [-0.238856, -0.864188, -0.442863], [-0.500000, -0.809017, -0.309017], [-0.262866, -0.951056, -0.162460], [-0.850651, -0.525731, 0.000000], [-0.716567, -0.681718, -0.147621], [-0.716567, -0.681718, 0.147621], [-0.525731, -0.850651, 0.000000], [-0.500000, -0.809017, 0.309017], [-0.238856, -0.864188, 0.442863], [-0.262866, -0.951056, 0.162460], [-0.864188, -0.442863, 0.238856], [-0.809017, -0.309017, 0.500000], [-0.688191, -0.587785, 0.425325], [-0.681718, -0.147621, 0.716567], [-0.442863, -0.238856, 0.864188], [-0.587785, -0.425325, 0.688191], [-0.309017, -0.500000, 0.809017], [-0.147621, -0.716567, 0.681718], [-0.425325, -0.688191, 0.587785], [-0.162460, -0.262866, 0.951056], [0.442863, -0.238856, 0.864188], [0.162460, -0.262866, 0.951056], [0.309017, -0.500000, 0.809017], [0.147621, -0.716567, 0.681718], [0.000000, -0.525731, 0.850651], [0.425325, -0.688191, 0.587785], [0.587785, -0.425325, 0.688191], [0.688191, -0.587785, 0.425325], [-0.955423, 0.295242, 0.000000], [-0.951056, 0.162460, 0.262866], [-1.000000, 0.000000, 0.000000], [-0.850651, 0.000000, 0.525731], [-0.955423, -0.295242, 0.000000], [-0.951056, -0.162460, 0.262866], [-0.864188, 0.442863, -0.238856], [-0.951056, 0.162460, -0.262866], [-0.809017, 0.309017, -0.500000], [-0.864188, -0.442863, -0.238856], [-0.951056, -0.162460, -0.262866], [-0.809017, -0.309017, -0.500000], [-0.681718, 0.147621, -0.716567], [-0.681718, -0.147621, -0.716567], [-0.850651, 0.000000, -0.525731], [-0.688191, 0.587785, -0.425325], [-0.587785, 0.425325, -0.688191], [-0.425325, 0.688191, -0.587785], [-0.425325, -0.688191, -0.587785], [-0.587785, -0.425325, -0.688191], [-0.688191, -0.587785, -0.425325]]
@anorms_table
end
def tex_coords
return @tex_coords unless @tex_coords.nil?
_pos = @_io.pos
@_io.seek(ofs_tex_coords)
@tex_coords = []
(num_tex_coords).times { |i|
@tex_coords << TexPoint.new(@_io, self, @_root)
}
@_io.seek(_pos)
@tex_coords
end
def triangles
return @triangles unless @triangles.nil?
_pos = @_io.pos
@_io.seek(ofs_triangles)
@triangles = []
(num_triangles).times { |i|
@triangles << Triangle.new(@_io, self, @_root)
}
@_io.seek(_pos)
@triangles
end
def frames
return @frames unless @frames.nil?
_pos = @_io.pos
@_io.seek(ofs_frames)
@_raw_frames = []
@frames = []
(num_frames).times { |i|
@_raw_frames << @_io.read_bytes(bytes_per_frame)
_io__raw_frames = Kaitai::Struct::Stream.new(@_raw_frames[i])
@frames << Frame.new(_io__raw_frames, self, @_root)
}
@_io.seek(_pos)
@frames
end
def anim_names
return @anim_names unless @anim_names.nil?
@anim_names = ["stand", "run", "attack", "pain1", "pain2", "pain3", "jump", "flip", "salute", "taunt", "wave", "point", "crstnd", "crwalk", "crattak", "crpain", "crdeath", "death1", "death2", "death3"]
@anim_names
end
def gl_cmds
return @gl_cmds unless @gl_cmds.nil?
_pos = @_io.pos
@_io.seek(ofs_gl_cmds)
@_raw_gl_cmds = @_io.read_bytes((4 * num_gl_cmds))
_io__raw_gl_cmds = Kaitai::Struct::Stream.new(@_raw_gl_cmds)
@gl_cmds = GlCmdsList.new(_io__raw_gl_cmds, self, @_root)
@_io.seek(_pos)
@gl_cmds
end
def skins
return @skins unless @skins.nil?
_pos = @_io.pos
@_io.seek(ofs_skins)
@skins = []
(num_skins).times { |i|
@skins << (Kaitai::Struct::Stream::bytes_terminate(@_io.read_bytes(64), 0, false)).force_encoding("ascii")
}
@_io.seek(_pos)
@skins
end
def anim_start_indices
return @anim_start_indices unless @anim_start_indices.nil?
@anim_start_indices = [0, 40, 46, 54, 58, 62, 66, 72, 84, 95, 112, 123, 135, 154, 160, 169, 173, 178, 184, 190].pack('C*')
@anim_start_indices
end
attr_reader :magic
attr_reader :version
attr_reader :skin_width_px
attr_reader :skin_height_px
attr_reader :bytes_per_frame
attr_reader :num_skins
attr_reader :vertices_per_frame
attr_reader :num_tex_coords
attr_reader :num_triangles
attr_reader :num_gl_cmds
attr_reader :num_frames
attr_reader :ofs_skins
attr_reader :ofs_tex_coords
attr_reader :ofs_triangles
attr_reader :ofs_frames
attr_reader :ofs_gl_cmds
attr_reader :ofs_eof
attr_reader :_raw_frames
attr_reader :_raw_gl_cmds
end