Author: DigiBen
This is the third tutorial of our Quake3 BSP series. This shows you how to the BSP tree data and use PVSs (Potential Visibility Sets) and frustum culling to speed up the rendering by a huge amount. By adding this we only need to draw what our camera can see. Be sure to check out the HTML Tutorial which goes over the Quake3 BSP File Format.
Functions Used: fopen(), new, fread(), fclose(), fseek(), delete, glBegin(), glEnd(), strcat(), malloc(), glVertexPointer(), glBindTexture(), glTexCoordPointer(), glEnable(), glEnableClientState(), SwapBuffers(), glActiveTextureARB(), glClientActiveTextureARB()
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