Search found 4 matches
- Sat Jun 17, 2017 1:57 am
- Forum: Engine Programming
- Topic: QBSP-VIS-RAD compiling process detailed documentation?
- Replies: 5
- Views: 5030
Re: QBSP-VIS-RAD compiling process detailed documentation?
A-ha! https://s18.postimg.org/6pr57dr7d/itworks.jpg Eric, thanks for the tip, i almost decided to implement win threading, but recompiled it once more, and it works. And idk why, I cannot reproduce the bug. Works both with LightThread(NULL); and LightThread(); Anyway, this is the result from the pro...
- Thu Jun 08, 2017 11:43 pm
- Forum: Engine Programming
- Topic: QBSP-VIS-RAD compiling process detailed documentation?
- Replies: 5
- Views: 5030
Re: QBSP-VIS-RAD compiling process detailed documentation?
The light tool itself doesn't do anything special. It just divides surfaces into 16x16 blocks then does a raytrace from a lightsource to a block, using a standard-ish NdotL formula with linear attenuation to accumulate light. Thanks mh! I managed to remove pthreads (I was skipping functions with F1...
- Wed Jun 07, 2017 12:42 am
- Forum: Engine Programming
- Topic: QBSP-VIS-RAD compiling process detailed documentation?
- Replies: 5
- Views: 5030
QBSP-VIS-RAD compiling process detailed documentation?
Is there any good documentation about how the BSP is compiled? Especially LIGHT stage. I want to know the technique how the sample points created, all down to writing the lightmap to the bsp. I took the original Quake tools from Id Software, and i managed to run them in vs2017. The src is small (eas...
- Sat Sep 19, 2015 7:18 pm
- Forum: Engine Programming
- Topic: Batching Verts?
- Replies: 15
- Views: 3974
Re: Batching Verts?
Hello to all, I was wondering what is the difference between q3 and q1 bsp format, in terms of storing face vertices? I made a very simple q3 bsp viewer in OpenGL 3.3, currently supports faces and textures. I store each face in a separate VBO, and i have one huge index array for all the faces. My in...