DopeFish: Thanks for clearing that up for me. Now I just have to find some place that will teach me how to write shader files by hand so I can write an engine to read them.
yoyo: thanks for the explination
My current lumps enum looks like this.
enum Lumps
{
L_entities = 0, //stores player/object postions
L_textures, //stores the texture info
L_planes, //stores the splitting planes
L_nodes, //stores the BSP nodes
L_leafs, //stores the leafs of the nodes
L_leaffaces, //sotres the leafs indices into the faces
L_leafbrushes, //stores the leafs indices into the brushes
L_models, //stores the info of the worlds models
L_brushes, //stores the brush info(collision ****)
L_brushsides, //stores the brush surface info
L_vertices, //stores the lvl vertices
L_meshverts, //stores the model vertices offsets
L_shaders, //stores the shader files
L_faces, //stores the faces for the world
L_lightmaps, //stores the lightmaps for the lvl
L_lightvolumes, //stores the extra world lighting info
L_visdata, //stores PVS and cluster info(visibility)
L_maxlumps, //a const to store the num of lumps
};
Would I change it to this?
enum Lumps
{
L_entities = 0, //stores player/object postions
L_textures, //stores the texture info
L_planes, //stores the splitting planes
L_nodes, //stores the BSP nodes
L_leafs, //stores the leafs of the nodes
L_leaffaces, //sotres the leafs indices into the faces
L_leafbrushes, //stores the leafs indices into the brushes
L_models, //stores the info of the worlds models
L_brushes, //stores the brush info(collision ****)
L_brushsides, //stores the brush surface info
L_vertices, //stores the lvl vertices
L_meshverts, //stores the model vertices offsets
L_shaders, //stores the shader files
L_faces, //stores the faces for the world
L_lightmaps, //stores the lightmaps for the lvl
L_lightvolumes, //stores the extra world lighting info
L_visdata, //stores PVS and cluster info(visibility)
L_spawnlocation,//the location points of were to spawn
L_itempos, //were to spawn the items
L_lightpos, //were to setup lighting
L_md3, //info about the md3's
L_maxlumps //a const to store the num of lumps
};
For spawn location, items position, lights position and the md3 stuff. What kind of structs would I use to load it? I already have lightmaps and light volumes setup to load. Is the light position your talking about diffrent? Isnt lighting in BSPs and most game engines done by multitexturing instead of using the lights made by OGL?
If anyone has anything im missing that BSPs have please tell me, Im trying to get this as close as possible to the Quake III engine.
Thanks,
Nuke
[This message has been edited by nukem (edited 07-03-2003).]