![Smile :)](./images/smilies/icon_smile.gif)
Are there vanilla-compatible BSP & VIS compilers for this?
The decision was to only support them on brush models, so any compiler is compatible.mankrip wrote:Good info MH.
Are there vanilla-compatible BSP & VIS compilers for this?
Nice notesSpike wrote:regarding z-fighting, you're probably best going with some sort of csg solution. try this:
shrink the submodel's bounding box by an epsilon.
...
I found this out the painful and hard way when I got HOM trying to (NOT) draw alpha masked pixels. Still studying Mankrip's engine, haven't had time to completely walk through Makaqu's drawing code.all I really remember now is that software writes bsp colour and depth in separate passes which is a significant issue with alpha testing, so pulling it out into a separate pass from the opaque span rendering stuff is mandatory.
I have noticed an annoying circumstance of alias vs. brush model z-fighting in WinQuake, it is very rare. I'll have to keep this in mind and look at the alias drawing code in WinQuake.if you have confidence in your numerical precision, you can keep the epsilon small (using .3 fixed point for bsp geometry should give precise clipping without any zfighting at all
mankrip wrote:Also, it would be nice to make them solid to the player, while allowing projectiles such as rockets and grenades to pass through them. This happens in Doom, but I don't remember if such mechanics are present in the vanilla engine.
Well, that's the answer. "Fence" textures would have to be compiled as clip textures, but visible.John Fitzgibbons wrote:the "clip" texture -- a texture named "clip" which mappers use to create invisible geometry which blocks players and monsters, but not gunfire.