10 Commits (ddffc8860effdd0946124393237866e081a246b8)

Author SHA1 Message Date
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