Quake BSP renderer for PS1
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Nico de Poel
337406c03f
Use the node and leaf data to traverse the entire BSP tree and draw all attached faces.
This already gets rid of all the collision volumes that were being drawn before.
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3 years ago |
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.gitignore
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First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
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3 years ago |
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CMakeLists.txt
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First implementation of world loading and rendering. No BSP logic or optimizations in here yet, but something is being displayed!
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3 years ago |
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CMakePresets.json
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Added debug and release build configurations
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3 years ago |
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asset.c
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First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
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3 years ago |
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asset.h
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First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
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3 years ago |
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atlas-e1m1.tim
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First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
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3 years ago |
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atlas-e2m2.tim
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First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
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3 years ago |
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common.h
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Added a more aggressive inlining macro. Not sure if it makes any difference now, but it's nice to have the option.
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3 years ago |
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display.c
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Keep track of and display total polycount
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3 years ago |
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display.h
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Keep track of and display total polycount
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3 years ago |
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input.c
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Reset background and dither flags when switching video modes. Fixes flickering background.
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3 years ago |
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input.h
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First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
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3 years ago |
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iso.xml
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First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
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3 years ago |
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main.c
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Keep track of and display total polycount
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3 years ago |
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memory.c
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Re-enabled bounds check for primitive buffer. Fixes crashing on larger maps.
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3 years ago |
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memory.h
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Rewrote scratchpad function to work more as I envisioned it:
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3 years ago |
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ps1bsp.h
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Use the node and leaf data to traverse the entire BSP tree and draw all attached faces.
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3 years ago |
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qmath.c
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First implementation of world loading and rendering. No BSP logic or optimizations in here yet, but something is being displayed!
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3 years ago |
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qmath.h
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First implementation of world loading and rendering. No BSP logic or optimizations in here yet, but something is being displayed!
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3 years ago |
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system.cnf
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First import, with bits of code taken from the MDL viewer prototype, split up into organized units.
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3 years ago |
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test.ps1bsp
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Use the node and leaf data to traverse the entire BSP tree and draw all attached faces.
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3 years ago |
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time.c
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Fixes to the time system to make it work on real hardware, and prevent potential crash from division by zero.
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3 years ago |
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time.h
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Implemented real-time clock, allowing for precise timekeeping and framerate-independent game updates.
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3 years ago |
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world.c
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Use the node and leaf data to traverse the entire BSP tree and draw all attached faces.
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3 years ago |
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world.h
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Load plane, node and leaf data, and iterate through leaves to draw faces.
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3 years ago |