Search found 4 matches

by rec
Sat Jun 17, 2017 1:57 am
Forum: Engine Programming
Topic: QBSP-VIS-RAD compiling process detailed documentation?
Replies: 5
Views: 5005

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...
by rec
Thu Jun 08, 2017 11:43 pm
Forum: Engine Programming
Topic: QBSP-VIS-RAD compiling process detailed documentation?
Replies: 5
Views: 5005

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...
by rec
Wed Jun 07, 2017 12:42 am
Forum: Engine Programming
Topic: QBSP-VIS-RAD compiling process detailed documentation?
Replies: 5
Views: 5005

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...
by rec
Sat Sep 19, 2015 7:18 pm
Forum: Engine Programming
Topic: Batching Verts?
Replies: 15
Views: 3970

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...