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8 Commits (ebbc01c672f6600e99715c61405ccd75ea1644d1)

Author SHA1 Message Date
Nico de Poel ebbc01c672 Overhaul of geometry representation, with correct UV'ing and more finely tesselated surfaces.
3 years ago
Nico de Poel 76a6dc92d5 First pass at implementing texturing of face polygons.
Not quite right yet but things are starting to 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 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 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.
Also works quite well with the scratchpad RAM setup.
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
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