Quake BSP renderer for PS1
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Nico de Poel 26d541e48f Eliminated recursion from the BSP traversal, using fast RAM to hold the node stack. Yet another appreciable speed boost. 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 Switched to map atlas image file generated directly by the preprocessing tool, rather than a .pcx converted by img2tim. 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
atlas-n64start.tim Added a separate CLUT for transparent surfaces, and set semi-transparency mode on water polygons. 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 Fixed frustum calculation and implemented point and sphere tests. Now also tested and looking decent. 3 years ago
display.h Perform backface culling early to save on a bunch of needless linked list iterations. 3 years ago
draw.h Fixed a few issues and further optimized the quad drawing code. 3 years ago
frustum.c Added box-frustum test code, used to experiment with more accurate per-leaf bounding box frustum culling. 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 Added a separate CLUT for transparent surfaces, and set semi-transparency mode on water polygons. 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
ps1bsp.h Fixed a few issues and further optimized the quad drawing code. 3 years ago
qmath.c Fixed the wonky camera rotation, though the left/right vectors are still off. 3 years ago
qmath.h Added initial frustum calculation based on screen parameters and view matrix. 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 Fixed a few issues and further optimized the quad drawing code. 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 Eliminated recursion from the BSP traversal, using fast RAM to hold the node stack. Yet another appreciable speed boost. 3 years ago
world.h BSP file now includes model data for dynamic world objects 3 years ago