I just started writing a small Quake 3 level viewer and encountered this problem:
First I enabled Depth testing while traversing the BSP Tree and everything went OK.
Then I disabled Depth testing, because I thought, that the precalculation of the BSP Tree solves the Depth test problem.
The effect was that most of the Faces were drawn correctly (hoorray) but some were drawn in front of others incorrectly.
I’ve tested the “WalkTree”-code with a manually created BSP Tree and it worked. Currently I’m doing no speed-ups like frustum culling, backface culling nor i’m using the PVS info. So what could be wrong?
Btw. this could be a bit off-topic, so does anybody know a Forum especially for Quake related programming questions?
Thanks in advance.