8 Commits (4f2d70cc8214adef29a976db23ff131573ba2bfc)

Author SHA1 Message Date
Nico de Poel 0f450cf6b1 Added initial frustum calculation based on screen parameters and view matrix. 3 years ago
Nico de Poel 9c1cbd467e Small tweaks: 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 3a7ea8d4b3 Debugging work: 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 b7da18d0c8 First bits of code involving BSP traversal with front/back selection and math: determine the leaf that the camera is currently in. 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