What are the palettes for a Shockwave 3D member?
Elements in a Shockwave3D member are organized by palettes. Palettes are useful because they hold elements that can be reused. For example, a model points to a modelresource in the modelresource palette for its geometry, and to a shader (or several shaders) in the shader palette for its material. The shaders in turn point to textures in the texture palettes. The main idea behind this palette structure is to avoid duplicate data in the 3D member in order to reduce file size. For example, if a scene requires twenty cars, you can simply model it once, and reuse the same geometry 20 times by creating 20 models that all point back to one set of geometry.