Quake BSP renderer for PS1
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Nico de Poel
bbf87bbf58
Implemented backface culling per face, by adding plane and center point fields to the face struct and checking the plane's normal against the camera vector to the center point.
This eliminates the need for per-polygon normal clipping and reduces the amount of redundant vertex copying, for a measurable speed boost.
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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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Fixes to make things work on real hardware again:
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3 years ago |
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display.c
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Debugging work:
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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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Debugging work:
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3 years ago |
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memory.c
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Fixes to make things work on real hardware again:
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3 years ago |
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memory.h
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Fixes to make things work on real hardware again:
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3 years ago |
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ps1bsp.h
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Implemented backface culling per face, by adding plane and center point fields to the face struct and checking the plane's normal against the camera vector to the center point.
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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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Implemented backface culling per face, by adding plane and center point fields to the face struct and checking the plane's normal against the camera vector to the center point.
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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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Implemented backface culling per face, by adding plane and center point fields to the face struct and checking the plane's normal against the camera vector to the center point.
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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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Implemented backface culling per face, by adding plane and center point fields to the face struct and checking the plane's normal against the camera vector to the center point.
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3 years ago |
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world.h
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Implemented PVS decompression, leaf visibility check using PVS data, and front-to-back traversal of the BSP tree.
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3 years ago |