I am thinking of makeing a Quake 3 BSP render (software) and I am confused. I was wondering if anyone could explain how to do the following (vaguely):
polygon rasterization (converting polygons into lines)
mip-mapping (not generating mip-maps, but knowing which one to use)
I know it's a lot of work, but I have time.
Another problem I may have is after I clip models. I plan to use a coverage buffer. The problem is that I do not know how I would sort them. How would I know if one was behind the other?
Thanks for your time.
BTW, this is supposed to be a learning experience.
for 3d stuff http://nehe.gamedev.net is some nice sort of source for various kinds of opengl stuff. I guess you'll find something about mipmapping there as well, at least somewhere in the tuts
yes, I know, but I thought you dunno what mipmapping is exactly, therefore I mentioned that site. so when you know what it is, where's the problem then ?