BSP tree y and z switched?

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9 comments, last by Basiror 21 years, 5 months ago
just a little question are the y and z coordiantes in bsp trees already switched? in radiant and worldcraft y= into the screen x to the right and z upwards so i wonder whethere they are already switched in bsp trees cause that plays an important role concerning collision detection and other movement things
http://www.8ung.at/basiror/theironcross.html
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Nothing to do with BSPs - just depends on the preference of the company or people that wrote the game in question.

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if the company is ID or valve?????

http://www.8ung.at/basiror/theironcross.html
they just use right-handed coordinate system. use the same coordinate system for all of your code, and you''ll be ok.
funny guy
nothing is ok cause all the normals and so on are wrong then
http://www.8ung.at/basiror/theironcross.html
Just swap the y and z coords. What is so difficult here?

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- outRider -
the point is that if you are making your own BSP tree the coordinates will be in whatever orientation you want them to be. and it will be consistent with your game.

if, and only if, you are reading in someone elses BSP file format or copying their code, do you then have to worry about flipping coordinates. but as posted above, if you do have to flip that''s the easiest of all possible things.

-me
ok thx guys the y<->s swap was correct but i had to invert the z axis after the swap in order to get it working
http://www.8ung.at/basiror/theironcross.html
why not just render entire world righthanded?
You can thank 3dsmax for that silliness.

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