9 Commits (331aa4bccc2ea5c41927472d2fa08c7c1652a6fd)

Author SHA1 Message Date
Nico de Poel 331aa4bccc Some cleanup and organization: 5 years ago
Nico de Poel 32897138b5 Build a single giant mesh for every texture-lightmap group of surfaces. Greatly improves rendering performance. 5 years ago
Nico de Poel 5598ceeeed Group surfaces based on texture and lightmap, while keeping them grouped inside each brush submodel 5 years ago
Nico de Poel e753e1cc34 Recreate the BSP tree structure through a GameObject hierarchy. This gives a bit more insight into the structure of the map data. 5 years ago
Nico de Poel a615495c25 Recursively traverse the BSP tree and create surface meshes per node 5 years ago
Nico de Poel 11c3b2d826 Defined structs for BSP SubModels and Nodes, which will allow for a more systematic conversion to Unity meshes. Also moved more marshalling code into the data classes, which seems like a more natural place. 5 years ago
Nico de Poel 211c64a879 "Fixed" coordinate conversion from Quake to Unity, by swizzling Y and Z coordinates during vector conversion. There seems to be a lot of confusion and disagreement about Quake's coordinate system, but this setup is simple and looks correct both in-game and in-editor, and the world isn't mirrored anymore either. 5 years ago
Nico de Poel 403e7d0eb4 Added struct definitions and marshaling code to obtain texture numbers for brush model surfaces 5 years ago
Nico de Poel 89f3600608 Reconstruct brush model data based on glpoly_t data generated by GLQuake. We can now successfully display BSP maps in Unity! 5 years ago