12 Commits (e1d239150ef2716780a6e4a0121a56b4b2db7744)

Author SHA1 Message Date
Nico de Poel 59d838f501 Small optimization to BSP tree traversal, by making the child node selection branchless 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 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