Original Post
I have successfully created a q3 .bsp loader for DirectX which uses the type 1 faces and converts them from triangle fans into triangle lists, no problem. I loaded some commercial maps and they turned out flawlessly, but when I load my own compiled versions, some of the triangles are missing (culling off). I also used a bsp viewer and it turned out that the same triangles are missing too. Maybe I''m just not compiling them correctly. I''ve used all the latest compilers (maybe that''s a bad thing) and it just won''t seem to work. Or maybe the latest versions of bsps require me to use the vertex index for each face, AND the mesh vertices? I don''t even know exactly what the mesh vertices are because I''ve looked through every reference I could find and it just said the same thing, "the number of mesh vertices." or, "the index into the first mesh vertex." Also from all the source codes I''ve looked through (all in openGL), they don''t even use these at all. Which by the way, they also have missing triangles with my maps.
All the bsp version numbers are the same too :/ which is weird.
This is a really awkward problem, any help it appreciated.
