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Quake123 .bsp, what is a face ?...

Started by June 08, 2001 10:58 AM
1 comment, last by Zerosignull 23 years, 8 months ago
The question i would like answered is this. ive spent days finding out how to extract edges for the faces from a quake 2 .bsp file. Now the question is.. What are those faces supposed to represent? IE a triangle strip?, a triangle, a polygon or somthing else???!! plz help me!!! Also if its something else plz could u tell me how to contruct polys from the Something else, or point me to some web site that can thnx Zsnl, .. ~prevail by daring to fail~
A Face is a Triangle... or any polygon that''s coplanar... Atleast that''s what I understand as a "Face"..

cya,
Phil


Visit Rarebyte!
and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states
Visit Rarebyte! and no!, there are NO kangaroos in Austria (I got this question a few times over in the states ;) )
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I have never use bsp 2 but in quake 3, I think it''s fans.

I give some piece of code on how I make it, This is how i fill the index buffer. I have allready an vertex buffer that is fill with all the vertex in the bsp.

  // Loop for each face// dwi is the index is the location in the index buffer in wich we are writting the current indexfor( i=0; i < bsp.face_count ; i++){    // We generate (number of vertex -2) triangles    for( int j=1; j < m_pBackObj->bsp.faces[i].vert_count -1; j++)    {       // Always taking the origin (we are making fan)       pVertices[dwi] = m_pBackObj->bsp.faces[i].vert_start;       dwi++;       pVertices[dwi] = m_pBackObj->bsp.faces[i].vert_start + j;       dwi++;       pVertices[dwi] = m_pBackObj->bsp.faces[i].vert_start + j +1;       dwi++;    }}  


In Q3 bsp there is some meshes too. They are composed of triangles.

Why English rules?? C pas très malin tout ça!
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