I’ve got a program working to view .bsp files from quake3 which uses OpenGL, but now I’m trying to add collisions and I’ve run into a problem.
I looked at all the planes in a leaf and tried to perform collisions but realized that I was missing some of the planes. So then I also started grabbing the
dividing plane of the last valid node before hitting the leaf. The problem now is that I sometimes hit walls where there are none since all dividing planes
in the node aren’t really walls. I don’t think there is a way to determine if the dividing plane is a wall or not.
Basically I don’t get why all the planes I need aren’t in the leaf’s brush plane listing and why I need to use the node’s dividing plane to get some of the needed planes.
Is there a better way to do this? If there isn’t how do I figure out if the node’s dividing plane is supposed to be a wall or not.
(When I use the word wall I’m refering to any brush side I should collide with.)