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Punika

BSP Quake 2 Code

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/*Vince*/    122
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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tcs    122
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

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

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