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Punika

BSP Quake 2 Code

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Hi TCS, i have some questions about the code. Why do you use the Display Lists for drawing? It does mean that you cannot use Culling Modes or? And will there be next versions of the code? Thanks Punika [ Power Productions ]

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If you''re using a node-based BSP tree you can store the bounding box of each node''s subspace in your node structure, and then in your BSP walking function, add a check to see if the BB''s vertices are inside the frustum as explained in the following article :
http://www.markmorley.com/opengl/frustumculling.html

I do hope too the mr-gamemaker tutorials will be back soon!

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Because this part of the code really sucks ;-(

Don''t think it''s good because it comes from me, it sucks !

You better use the build in BSP information from the BSP file and follow the advices from the other posters.

Tim

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glvelocity.gamedev.net
www.gamedev.net/hosted/glvelocity

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