elementsuf.blogg.se

Quake 3 through browser
Quake 3 through browser












quake 3 through browser quake 3 through browser

bsp format I can give it a shot, but for now only Quake 3 maps are supported. If I can find documentation on Half-Life's. It is simple:įor now it only works with Quake 3. The code, and a demo scene/map is here, the github readme has a short blurb about how to make it work. To be totally square with you I don't know enough math to implement them on my own, so I don't fully understand the code I've copied. triangles because that's the format that the tessellate function produces. It appears to tessellate correctly, but as you can see it's not right. I tried to port some code from the second link above, but the results are what you see in the video. Details on converting the vertex systems/scale and bezier curve code bsp and to try rendering the bezier curves I have made some progress, which I've made a video to show. bsp, but I'm not able/sure how to make a mesh from the data in the. Many people have implimented this in their own engines that can load Quake 3. I have faces working perfectly, but I have no idea how to handle Quake 3's bezier patches. Textures are mapped for all three surface types. I now have it working 100% for faces, meshes, and bezier patches. bsp and recreates the geometry (and eventually entities too, but I digress) inside of Unity. I'm working some C# that parses an unmodified Quake 3.














Quake 3 through browser