[DoomBSP] Re: [Prboom-devel] glBsp support added
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From: Colin P. <cp...@do...> - 2000-09-20 13:00:34
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On Wed, Sep 20, 2000 at 01:04:18PM +0200, Florian 'Proff' Schulze wrote: > >glBoom now supports glBsp nodes and it fully complies with the current > >specification v2.0 (glBsp 1.91). > > > >bugs: Demos recorded in classic BSP node - modus may loose sync when > >played with gl nodes and vice versa. Thats all - I hope 8) > > I will look into that, because the nodes only need to be used for rendering, > maybe I can fix that. The node building affects game sync stuff in a number of ways: - the awful design decision (alas, not fixed by glBSP) to add split points as vertices (hence all the kludges in level editing tools etc to strip out "node builder vertices"). It would have taken little extra space to just store the start and end coords in the SEGS instead of using vertex numbers, and saved a lot of mess everywhere else. Since mobj's can get stuck on vertices, adding vertices to a level changes the gameplay. - the NODES are used in line-of-sight calcs, although only to save calculations (the actual real testing is done with the LINEDEFS). Still, if the NODES are buggy then it'll affect demos. That's all I can think of offhand... no doubt I've missed a few. Colin |