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Software BSP Renderer
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. |
Re: Software BSP Renderer
The Quake 1 source code should have a software renderer that you can look at (oh, and probably the Quake 2 source code, but I haven't looked at it).
botman |
Re: Software BSP Renderer
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
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Re: Software BSP Renderer
OpenGL mipmapping is automatic. You just tell it to build the mipmaps and it uses them.
Well I'm off to browse source code. |
Re: Software BSP Renderer
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 ?
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Re: Software BSP Renderer
The problem is knowing which mipmap to use.
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Re: Software BSP Renderer
why not just try ? maybe you can before calculate when it's no longer of use using big textures by just doing just some trigonometry
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Re: Software BSP Renderer
there are also some "cloned" Quake3 engines, may be useful for you:
http://hkitchen.quakesrc.org http://www.planetquake.com/qbism |
Re: Software BSP Renderer
Quake2 engine would be the best bet.
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Re: Software BSP Renderer
Quote:
Cake Disesel They are basically map viewers. Then there is a project not yet released called Tenebrae 2.0. It looks awesome. |
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