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Thread: [WIP] Flash quake/descent style renderer.

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  1. #11
    Senior Member rachil0's Avatar
    Join Date
    Jul 2007
    Location
    Columbus, OH.
    Posts
    465
    Not easily. In a portal renderer, faces have to be collected into convex polyhedra which enclose player roamable space. There is no such thing as a polygon in isolation, it's always bound to exactly one polyhedron.

    Descent maps can only be translated/loaded easily because it stores these polyhedral groupings inside the level file. In quake (and sequels), this representation is not made very explicit. Every leaf of the BSP tree defines a polyhedron, but to actually build that polyhedron requires a lot of clipping operations. For loading a quake map it would be more of a reconstruction process, not a translation process.

    EDIT: Thanks renderhjs You set the bar high.
    Last edited by rachil0; 06-05-2008 at 09:59 AM.

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