Quake BSP renderer for PS1
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Nico de Poel 2122ae3421 Use face bounding quad to check if it may be partially inside the frustum, and force tessellation if it is. 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 Embedded the texture atlas data inside the .ps1bsp file and name those files after the actual map. 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
common.h Added a separate CLUT for transparent surfaces, and set semi-transparency mode on water polygons. 3 years ago
display.c Added support for setting the clear color to a generic sky color. 3 years ago
display.h Added support for setting the clear color to a generic sky color. 3 years ago
draw.h Use catPrim and addPrims to add the tessellated quads to the OT in a slightly more efficient fashion. 3 years ago
frustum.c Changed dot product and point-plane distance functions to use vector pointers as input. 3 years ago
frustum.h Added box-frustum test code, used to experiment with more accurate per-leaf bounding box frustum culling. 3 years ago
input.c Added check to backface culling to see if the face is behind the camera. 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 Display PAL and NTSC on the debug status text, making it easier to distinguish what we're outputting when. 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 Textures are now showing up somewhat correctly! 3 years ago
n64e1m1.ps1bsp Use face bounding quad to check if it may be partially inside the frustum, and force tessellation if it is. 3 years ago
n64e2m2.ps1bsp Use face bounding quad to check if it may be partially inside the frustum, and force tessellation if it is. 3 years ago
n64start.ps1bsp Use face bounding quad to check if it may be partially inside the frustum, and force tessellation if it is. 3 years ago
ps1bsp.h Use face bounding quad to check if it may be partially inside the frustum, and force tessellation if it is. 3 years ago
qmath.c Fixed the wonky camera rotation, though the left/right vectors are still off. 3 years ago
qmath.h Changed dot product and point-plane distance functions to use vector pointers as input. 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
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 Use face bounding quad to check if it may be partially inside the frustum, and force tessellation if it is. 3 years ago
world.h Embedded the texture atlas data inside the .ps1bsp file and name those files after the actual map. 3 years ago