13 years, 3 months ago
Highlights
code for vis is now bsp::bspfile.seekg (bsp::lumps[3].offset, ios::beg); //Load vertex data from vertex lump (10) unsigned int nclusters; char buffer[8]; //create buffer…
13 years, 3 months ago
13 years, 3 months ago
Hello, Ive been working on an Occlusion culler that uses opengl's occlusion queries although when I render the scene meshes can occlude meshes but when models are in front of ea…
13 years, 2 months ago
so, I've made a Quake 2 bsp loader but I'm having trouble loading the visibility data here is my code #include <stdio.h> #include <cstdio> #include <string> #i…
13 years, 3 months ago
I have been working on rendering Quake 3 bsp maps for awhile but I cant get the faces to render correctly http://postimg.org/image/o2lf8vlp9/ Here are the vertices…
13 years, 5 months ago
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See all in DiscussionsHello, Ive been working on an Occlusion culler that uses opengl's occlusion queries although when I render the scene meshes …
13 years, 2 months ago
code for vis is now bsp::bspfile.seekg (bsp::lumps[3].offset, ios::beg); //Load vertex data from vertex lump (10) unsigned int nclusters; char buffer[8]; …
13 years, 3 months ago
This is correct and expected. The PVS in Quake engine games is a run-length encoded bitfield; so if - say …
13 years, 3 months ago