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tess_experiment
unrollquadloop
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8 Commits (337406c03f4950afaa9cb2df820bcc9b8b269b5a)

Author SHA1 Message Date
Nico de Poel 337406c03f Use the node and leaf data to traverse the entire BSP tree and draw all attached faces.
This already gets rid of all the collision volumes that were being drawn before.
3 years ago
Nico de Poel 37f619dc94 Load plane, node and leaf data, and iterate through leaves to draw faces.
3 years ago
Nico de Poel 0e1bb7a5bf Reworked PS1BSP format to use dentry-style header info
3 years ago
Nico de Poel 7606d89998 Implemented triangle strip topology for drawing faces
3 years ago
Nico de Poel 3167f1474e Faces can now carry their own per-vertex lighting data, instead of sharing all vertex data with adjacent faces.
3 years ago
Nico de Poel 08008af2a0 Implemented rudimentary baked lighting through vertex colors and gouraud shading.
3 years ago
Nico de Poel f8a4d171a3 Faces now have a vertex index list, which is more space-efficient and allows easy rewrites of polygon topology.
Also works quite well with the scratchpad RAM setup.
3 years ago
Nico de Poel 5a3b6aac46 First implementation of world loading and rendering. No BSP logic or optimizations in here yet, but something is being displayed!
3 years ago
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