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 |
Nico de Poel
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a7e29ee420
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Fixed issue with model data memory alignment, officially using model #0 now to draw the static world geometry.
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3 years ago |
Nico de Poel
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2cb5bcb856
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Added support for setting the clear color to a generic sky color.
This is very basic and it does exacerbate the gaps between polygons on some maps, but at least we get to have something of a sky.
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3 years ago |
Nico de Poel
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38e91f4c3a
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BSP file now includes model data for dynamic world objects
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3 years ago |
Nico de Poel
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8b34fb1950
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Small tweaks: made background black to cover up seams, defined a few flags
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3 years ago |
Nico de Poel
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3b5a59dae6
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Geometry, textures and lighting now all working correctly.
Ditched the concept of surface vertices, as UVs cannot be shared between polygons.
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3 years ago |
Nico de Poel
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ebbc01c672
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Overhaul of geometry representation, with correct UV'ing and more finely tesselated surfaces.
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3 years ago |
Nico de Poel
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76a6dc92d5
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First pass at implementing texturing of face polygons.
Not quite right yet but things are starting to work.
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3 years ago |
Nico de Poel
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a05a800da0
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Implemented PVS decompression, leaf visibility check using PVS data, and front-to-back traversal of the BSP tree.
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3 years ago |
Nico de Poel
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37f619dc94
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Load plane, node and leaf data, and iterate through leaves to draw faces.
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3 years ago |
Nico de Poel
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0e1bb7a5bf
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Reworked PS1BSP format to use dentry-style header info
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3 years ago |
Nico de Poel
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3167f1474e
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Faces can now carry their own per-vertex lighting data, instead of sharing all vertex data with adjacent faces.
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3 years ago |
Nico de Poel
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f8a4d171a3
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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.
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3 years ago |
Nico de Poel
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5a3b6aac46
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First implementation of world loading and rendering. No BSP logic or optimizations in here yet, but something is being displayed!
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3 years ago |