Quake BSP renderer for PS1
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Nico de Poel 0c0de31b78 Experimenting with tessellation subdivision formula: 3 years ago
.gitignore First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
CMakeLists.txt First implementation of world loading and rendering. No BSP logic or optimizations in here yet, but something is being displayed! 3 years ago
CMakePresets.json Added debug and release build configurations 3 years ago
asset.c First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
asset.h First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
atlas-e1m1.tim First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
atlas-e2m2.tim First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
common.h Fixes to make things work on real hardware again: 3 years ago
display.c Added anamorphic 16:9 widescreen support because why the heck not? 3 years ago
display.h Added anamorphic 16:9 widescreen support because why the heck not? 3 years ago
input.c Added anamorphic 16:9 widescreen support because why the heck not? 3 years ago
input.h First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
iso.xml First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
main.c Made the framerate counter show 100ths of a second 3 years ago
memory.c Made polygon building faster by checking ahead of time if we have enough primitive buffer space, instead of checking it per polygon. 3 years ago
memory.h Made polygon building faster by checking ahead of time if we have enough primitive buffer space, instead of checking it per polygon. 3 years ago
ps1bsp.h Small optimization to BSP tree traversal, by making the child node selection branchless 3 years ago
qmath.c First implementation of world loading and rendering. No BSP logic or optimizations in here yet, but something is being displayed! 3 years ago
qmath.h Experimenting with tessellation subdivision formula: 3 years ago
system.cnf First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
test.ps1bsp Experimenting with tessellation subdivision formula: 3 years ago
time.c Fixes to the time system to make it work on real hardware, and prevent potential crash from division by zero. 3 years ago
time.h Implemented real-time clock, allowing for precise timekeeping and framerate-independent game updates. 3 years ago
world.c Experimenting with tessellation subdivision formula: 3 years ago
world.h Implemented PVS decompression, leaf visibility check using PVS data, and front-to-back traversal of the BSP tree. 3 years ago