9 Commits (b87102afb26ab07732307b935bc306aecc10dc99)

Author SHA1 Message Date
Nico de Poel ef9adf8de0 Introduced some matrix math to properly construct a texture space transform, that we can also invert to create a transform back to world space. Finally our tesselated polygons are working perfectly! 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 e5b2e6244a Imported General Polygon Clipper library, which could come in handy to cut up faces to accomplish texture tiling 3 years ago
Nico de Poel 628955d7a0 Added code and resources for exporting TIM image files directly 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 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 a631e5a90d Reworked PS1BSP format to use dentry-style header info, and added structs for planes, nodes and leafs. 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 8f82f467a0 First import of PS1 MDL/BSP tools project, long overdue 3 years ago