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Quake BSP files

Started by Gelmir Nov 29, 2001 at 5:38 AM 1 replies 500+ views
Original Post
Gelmir
Gelmir
Hi to all. I''m traying to make a program that read an IBSP file from Quake 3 and render the map. That files store the geometric data in a list of faces. There are three types of faces, one of them are Polygons, that are a list of vertexes. I''ve noticed that the most polygons are triangles, but they are composed by six (or more) vertex that must be rendered like a triangle fan (sharing the first vertex of the list). My question is : What is the reason to store the triangles in that way? Why it is better than using only tree vertexes and render them like a triangle list (of one primitive)? Maybe the actual 3d graphics cards are faster with the triangle fan, but I''m not sure. Is that correct? "If you''''re gonna die, die with your boots on"
"If you''re gonna die, die with your boots on"
Basiror
Basiror
em i don t know what triangle fans are can someone explain


but for the speed
maybe you have a structure and have 6 instead of one triangle in it so you only try to get the packet 1 time and not 6 times so you don t interupt the process that often and reach more frames
atleast i think thats the reason why

i have heard about that as we have discussed particles systems cause we wanted to speed them up
http://www.8ung.at/basiror/theironcross.html

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