32 Commits (161ef0aceea2c39dc6dbfa56f993daa10144d157)
 

Author SHA1 Message Date
Nico de Poel 161ef0acee Improved lightmap sampling accuracy. The generated UVs now more closely match what Quake is doing, we can reject invalid UVs, and we're getting less false rejects of valid faces to sample from. 3 years ago
Nico de Poel 5e85e2c73a Modified texture packer to allow for arbitrary input bin sizes. Added transparency flag to final palette entry. 3 years ago
Nico de Poel 0a19ca70f5 Texture atlasing tool now directly exports images in .TIM format for use on PS1 3 years ago
Nico de Poel 628955d7a0 Added code and resources for exporting TIM image files directly 3 years ago
Nico de Poel 3e0706c9f9 Small tweaks to make a few textures on n64start a bit nicer 3 years ago
Nico de Poel beb1ad6382 Fixed texture seams and bleeding caused by making our UVs one texel too large 3 years ago
Nico de Poel 6c2d61b2dc Invent some texture UVs that remain within each face's UV bounds, to prevent tiling and still get some UVs that make at least a bit of sense. 3 years ago
Nico de Poel 72d03aff9c Fixed some issues with texture atlas, page and ID generation. Texture references generally seem to be in order now, but UVs are still a problem. 3 years ago
Nico de Poel d84a14973b First pass at converting texture info to PS1 VRAM data. Not quite right yet but it's starting to work. 3 years ago
Nico de Poel 5137fe0a15 A bit of cleanup and moved the facesWithPoint function to world_t, for easier reuse 3 years ago
Nico de Poel e0373524ca Further improvement to lightmapping system: 3 years ago
Nico de Poel 1882d246b9 A bit of cleanup ahead of attempting to make textures work 3 years ago
Nico de Poel bf3bf810f6 Added computation of face area by projecting its vertices onto its plane and then generating a bounding box. Will be used for determining tessellation subdivisions. 3 years ago
Nico de Poel 219fc6db32 Implemented an alternative method for computing lighting per face vertex, one that's simpler, faster and that produces better results. 3 years ago
Nico de Poel e65ce7b673 First attempt at calculating lighting per face-vertex with smoothing based on the angle between faces, using edge adjacency to determine neighbouring faces. 3 years ago
Nico de Poel a1e289f5fa Export plane type field, to allow optimizations for axis-aligned planes 3 years ago
Nico de Poel eb548d13d8 Added plane and center point to face struct, for early backface culling. 3 years ago
Nico de Poel f6da144c6a Padded some structs to make them 32-bit aligned 3 years ago
Nico de Poel 86343e96a9 Added export of PVS data 3 years ago
Nico de Poel 049a02fec7 Added conversion of plane, node and leaf data 3 years ago
Nico de Poel a631e5a90d Reworked PS1BSP format to use dentry-style header info, and added structs for planes, nodes and leafs. 3 years ago
Nico de Poel 9af577773d Improved lightmap sampling for face vertices 3 years ago
Nico de Poel f596c008d7 Store sampled light data per face vertex, so we can individually light each face without having to average lighting values. 3 years ago
Nico de Poel c429529e88 Fixed lightmap sampling: 3 years ago
Nico de Poel 9f9bf49a86 Sample lightmaps to accumulate and average lighting values per vertex, then store those in the exported BSP file. 3 years ago
Nico de Poel ba68bc128e Write face vertex indices to output file instead of triangle data, which takes up less space and allows the PS1 code to decide how to draw the primitives. 3 years ago
Nico de Poel 2f3facc4d8 Added a few more bits of BSP data, fixed edge list which is in fact an array of ints; the documentation was wrong. 3 years ago
Nico de Poel 06e87e85a2 Added loading of nodes and leaves 3 years ago
Nico de Poel bd339fc737 Separated file loading from BSP processing, making it easier to use data from different sources and also ensuring everything gets cleaned up properly at the end. 3 years ago
Nico de Poel fac8e40425 Made an attempt to add some structure to the BSP file processing 3 years ago
Nico de Poel a6cfcba95f Added documentation downloaded from Lameguy64 3 years ago
Nico de Poel 8f82f467a0 First import of PS1 MDL/BSP tools project, long overdue 3 years ago