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5 Commits (a615495c258fa160790352b4ed0b0bd2a7664ac0)

Author SHA1 Message Date
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
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