Nico de Poel
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861b06f2d2
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Updated map files with UVs fixed for repeating textures.
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3 years ago |
Nico de Poel
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5bd322d33b
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Use texture windows to allow repeating textures on select faces.
This reduces polycounts and file sizes significantly, at the expense of more texture warping and less refined lighting.
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3 years ago |
Nico de Poel
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2122ae3421
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Use face bounding quad to check if it may be partially inside the frustum, and force tessellation if it is.
I really don't like the additional CPU load required to do this, but it is necessary to reduce the amount of near-camera polygon clipping.
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3 years ago |
Nico de Poel
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02b19a67dc
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First implementation of near-camera polygon tessellation, which surprisingly actually worked on the first try!
Currently still rather inefficient, making no use of GTE for interpolation yet. Still only one tessellation level too.
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3 years ago |
Nico de Poel
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c08858eb90
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Updated map files with lighting issues fixed
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3 years ago |
Nico de Poel
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ba1e384f69
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Keep track of the leaf a model is in, so that it doesn't need to be looked up every frame but instead only when the model moves.
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3 years ago |
Nico de Poel
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3b89d01ec1
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Embedded the texture atlas data inside the .ps1bsp file and name those files after the actual map.
Makes it a bit easier to switch between maps for testing, and this is the kind of direction we want to go in anyway.
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3 years ago |