Well i’ve noticed that some of you have done Half-Life BSP loading so can someone please tell me how to calculate them.The deal is this:

each tex_info has this little thingy:

float vecs[2][4];

and i should use this to calculate the texture coords for the current vertex.Can anybody tell me how exactly to do this???

10x a lot!

vecs[0] and vecs[1] are two vectors defining a base + 2 offsets. Just take the dot product of the vertex position and each vecs, adding the proper offset, to get the texture coordinates:

u = x*vecs[0][0] + y*vecs[0][1] + z*vecs[0][2] + vecs[0][3];*

v = xvecs[1][0] + y*vecs[1][1] + z*vecs[1][2] + vecs[1][3];

Hey,10x!!!I also found a that i must divide the texcoords by the the width and height of the used image.

Of course, as OpenGL tex coords are in the range [0;1], whereas quake/halflife coords are in the range [0;texsize]

Ok!You seem to know a lot about the BSP stuff.Can you tell me your mail so we can discuss a lot of things without pissing the moderators because of the multiply HL BSP posts!