12 Commits (727c5bf72483935d3ba62dca1139d05afc0aa871)

Author SHA1 Message Date
Nico de Poel ca08893253 Relaxed vector equality margin of error a little bit, hopefully leading to less instances of faces not being found for a given point 3 years ago
Nico de Poel caaccee1dd Export model data for dynamic world objects 3 years ago
Nico de Poel c91e8e6167 Added bounding spheres to node data, used for frustum culling 3 years ago
Nico de Poel fc281251ea Overhaul of geometry conversion: 3 years ago
Nico de Poel 4f99baea65 Encapsulated GPC-based tesselation into a Tesselator class, which now also produces normalized UVs per vertex-texture pair and a list of Polygon structs with texture and vertex index data. 3 years ago
Nico de Poel f413e8c47f First test with GPC to cut faces into multiple polygons, based on a grid of texture boundaries. Reconstruct the texture space (s,t) coordinates back into world space. Store vertices and indices while avoiding duplicate vertices. 3 years ago
Nico de Poel fb3d1ac6a1 Upgraded dot product and cross product-related functions to doubles, to improve accuracy of various calculations 3 years ago
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 e0373524ca Further improvement to lightmapping system: 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