hi all, I read q3 render pipe source
recently.Keep thinking about two questions
which always make my head ache. If anyone
can explain it to me I will be grateful so
as u know, face_t in q3 is :
int lm_texnum;// lightmap info
what lm_offset and lm_size to do ?
I know it’s the location of face’s lightmap .
but what for ? caculate the dynamic
light use glTexSubImage2D ? how?
And brush_t, it record its faces’
info .plane’s dist and normal.
It should be used to collision detection?
but, only one side of a brush will be in
A LEAF. no need to caculate all brushes’
side in one leaf. I don’t understand.
Anyone know collision map in quake3 ?