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Nico de Poel a615495c25 Recursively traverse the BSP tree and create surface meshes per node 5 years ago
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QConstants.cs Defined a bunch more data for brush models and initial marshaling of model data 5 years ago
QConstants.cs.meta Implemented uploading of skin texture data to Unity, and linking loaded alias models to their primary skin texture 5 years ago
QExtensions.cs "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
QExtensions.cs.meta Some renaming and reorganization 5 years ago
QLightNormals.cs First test converting models from Quake into Unity meshes, including normals and UVs. It's still far from perfect (back side UVs are not handled at all yet) but it's a good demonstration of what will be possible. 5 years ago
QLightNormals.cs.meta First test converting models from Quake into Unity meshes, including normals and UVs. It's still far from perfect (back side UVs are not handled at all yet) but it's a good demonstration of what will be possible. 5 years ago
QMath.cs Reconstruct brush model data based on glpoly_t data generated by GLQuake. We can now successfully display BSP maps in Unity! 5 years ago
QMath.cs.meta Some renaming and reorganization 5 years ago
QModel.cs Recursively traverse the BSP tree and create surface meshes per node 5 years ago
QModel.cs.meta Some renaming and reorganization 5 years ago
QTexture.cs Added struct definitions and marshaling code to obtain texture numbers for brush model surfaces 5 years ago
QTexture.cs.meta Implemented uploading of skin texture data to Unity, and linking loaded alias models to their primary skin texture 5 years ago