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Article #283625Hardcode Quake II Question: BSP Visibility.
From: -NukE- Wuergihn
Date: Thu, 11 Mar 1999 00:00
Date: Thu, 11 Mar 1999 00:00
35 lines
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1862 bytes
hi.
i've got a question about quake II's bsp file format:
typedef struct {
[...]
short _cluster_;
short area;
[...]
} dleaf_t;
dleaf_t.cluster probably refers to dvis_t(right?), but where is the
count of the clusters? how many should i use?
// the visibility lump consists of a header with a count, then
// _byte offsets_ for the PVS and PHS of each cluster, then the raw
// compressed bit vectors
typedef struct {
int numclusters;
int _bitofs_[8][2]; // bitofs[numclusters][2]
} dvis_t;
the comments says _byte_ offset but in the struct its called
_bit_ofs....
the values for dvis_t.bitofs are rather high (40k), so i think it's a
_bit_ offset. (right?)
the _compressed bit vectors_ are probably the same as the visibility
list from quake I bsp. (right?)
BUT: what is PHS and PVS?? how do i use these variables?
perhaps there are more than one dvis_t, so dleaf_t.cluster refers to a
whole struct?
thx for readin this....
NukE
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From: "-=NukE=- / Wuergihn" <Nu...@NetCologne.de> Subject: Hardcode Quake II Question: BSP Visibility. Date: 1999/03/11 Message-ID: <7c9ake$jfi$1@news.netcologne.de> X-Deja-AN: 453931706 Distribution: world X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 X-Complaints-To: use...@news.netcologne.de X-Trace: news.netcologne.de 921185742 19954 195.14.235.199 (11 Mar 1999 20:55:42 GMT) Organization: NetCologne GmbH NNTP-Posting-Date: 11 Mar 1999 20:55:42 GMT Newsgroups: alt.games.quake2,comp.graphics.algorithms,comp.graphics.api.opengl,comp.multimedia,comp.sys.ibm.pc.demos,de.alt.games.quake,nl.comp.games.quake,rec.games.computer.quake.misc,rec.games.computer.quake.quake-c,uk.games.computer.quake MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit