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<h4 class="subsection">4.1.8 Binary format</h4>

<p>Many OOGL objects accept binary as well as ASCII file formats. 
These files begin with the usual ASCII token (e.g. <code>CQUAD</code>)
followed by the word <code>BINARY</code>. 
Binary data begins at the byte following the first newline after
<code>BINARY</code>.  White space and a single comment may intervene, e.g.

<pre class="example">     OFF BINARY	# binary-format "OFF" data follows
</pre>
   <p>Binary data comprise 32-bit integers and 32-bit IEEE-format floats, both
in big-endian format (i.e., with most significant byte first).  This is
the native format for 'int's and 'float's on Sun-3's, Sun-4's, and
Irises, among others.

   <p>Binary data formats resemble the corresponding ASCII formats, with ints
and floats in just the places you'd expect.  There are some exceptions
though, specifically in the <code>QUAD</code>, <code>OFF</code> and <code>COMMENT</code>
file formats.  Details are given in the individual file format
descriptions.  See <a href="QUAD.html#QUAD">QUAD</a>, See <a href="OFF.html#OFF">OFF</a>, and See <a href="COMMENT.html#COMMENT">COMMENT</a>.

   <p>Binary OOGL objects may be freely mixed in ASCII object streams:

<pre class="example">     LIST
     { = MESH BINARY
     ... binary data for mesh here ...
     }
     { = QUAD
     	1 0 0   0 0 1   0 1 0  0 1 0
     }
</pre>
   <p>Note that ASCII data resumes immediately following the last byte of
binary data.

   <p>Naturally, it's impossible to embed comments inside a binary-format OOGL
object, though comments may appear in the header before the beginning of
binary data.

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