28 Commits (4d138b41995f5ab33776c4ed729fb498f128a432)

Author SHA1 Message Date
Nico de Poel 4d138b4199 Added an extra face sorting step so we can draw faces in front-to-back order: 3 years ago
Nico de Poel a8d3bf567b First pass at leaf-based rendering order: 3 years ago
Nico de Poel 5e738340b8 Added box-frustum test code, used to experiment with more accurate per-leaf bounding box frustum culling. 3 years ago
Nico de Poel b0893a902d Added support for leaf-based frustum culling, but leaving it disabled for now. 3 years ago
Nico de Poel ea2b963653 Implemented per-node frustum culling based on bounding spheres. 3 years ago
Nico de Poel 7232e061d7 Added a fast face drawing routine, which is basically what we had before: 3 years ago
Nico de Poel 8b34fb1950 Small tweaks: made background black to cover up seams, defined a few flags 3 years ago
Nico de Poel 3b5a59dae6 Geometry, textures and lighting now all working correctly. 3 years ago
Nico de Poel ebbc01c672 Overhaul of geometry representation, with correct UV'ing and more finely tesselated surfaces. 3 years ago
Nico de Poel b43767ebb8 Realized we can include the UV offsets into the UVs stored in the preprocessed map file, so we don't need to add those at runtime. Easy performance win. 3 years ago
Nico de Poel 35d91b1de2 Switched to map atlas image file generated directly by the preprocessing tool, rather than a .pcx converted by img2tim. 3 years ago
Nico de Poel 5549e3f126 Textures are now showing up somewhat correctly! 3 years ago
Nico de Poel 297ae187f6 Fixed some issues with texture atlas generation. 3 years ago
Nico de Poel 76a6dc92d5 First pass at implementing texturing of face polygons. 3 years ago
Nico de Poel c8c44b352f A bit of cleanup ahead of attempting to make textures work 3 years ago
Nico de Poel 36c409115a Use per-face vertex lighting for improved geometry definition and less light leaking between sharp-angled surfaces. 3 years ago
Nico de Poel b0d36ab11b Sped up plane calculations by making use of axis-aligned properties 3 years ago
Nico de Poel bbf87bbf58 Implemented backface culling per face, by adding plane and center point fields to the face struct and checking the plane's normal against the camera vector to the center point. 3 years ago
Nico de Poel ddffc8860e Fixes to make things work on real hardware again: 3 years ago
Nico de Poel a05a800da0 Implemented PVS decompression, leaf visibility check using PVS data, and front-to-back traversal of the BSP tree. 3 years ago
Nico de Poel 337406c03f Use the node and leaf data to traverse the entire BSP tree and draw all attached faces. 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. 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