> I am writing BSP renderer in Delphi which will use Half-Life .bsp.
> Finally I understand *almost everything* except 1 thing -
> lightmaps...No, I know what is lightmaps, how they stored, etc. I
> don't know how they stored in Half-Life's bsp...
>
> Are all lightmaps 128x128x3 rgb images? I can't find anywhere info
> about their size....

<snip>

> I think it *must* get sizes of lightmap? Then what do FLOOR() and
> CEIL() functions? I can't find their source :( Please, someone helpme
> with that.
>
> Botman, if you are reading this, can you explain me please how they are
> written into bsp? For example Quake3 bsp stores them in such way:

<snip>

floor() and ceil() return the floor and ceiling value of an argument.  floor
rounds a value down to the nearest integer, ceil rounds it up to the nearest
integer.

If I remember correctly, Quake3 lightmaps were much different (and simpler)
than Quake I/II lightmaps.  The lightmap code I copied from Alexey
Goloshubin's Poly Engine source code...

http://www.ii.uib.no/~alexey/

I never found any detailed explanation of the Quake I/II lightmaps anywhere
on the Internet.  The Quake I source code (ftp.idsoftware.com) and Alexey's
functions were pretty much all I used to handle lightmaps for my BSP viewer.

Jeffrey "botman" Broome

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