#119816 - efegea - Mon Feb 26, 2007 5:23 pm
Aren't vertex arrays supported on libnds' videoGL? If not (as I thought) is there any reason for them not been implemented?
I'm coding a .BSP (quake 3 maps, not the BSP trees) map loader but need vertex arrays to pass all the vertex data.
Has anyone here coded a bsp loader for the ds?
Do you know another map alternative instead of quake 3 maps? I still prefer the bsp but if it's imposible to do, I'll try another format. I'll subdivide it using an octree.
My project a multi-platform 3D engine (currently it's working on linux and GP2X,when finished I'll port to windows,nds,dreamcast. It's made abstract enought to make easy the porting), and with it develop a survival horror + rpg game (something like parasite eve, but with a silent hill ambientation) But the 3D engine must support different kind of genres, not only survival horror, so I need a map format that is suitable for all of them, what do you think? Is better to develop my own format? any tips?
EDIT: and a way to do something similar to vertex arrays but without videoGL, calling directly the hardware?
I'm coding a .BSP (quake 3 maps, not the BSP trees) map loader but need vertex arrays to pass all the vertex data.
Has anyone here coded a bsp loader for the ds?
Do you know another map alternative instead of quake 3 maps? I still prefer the bsp but if it's imposible to do, I'll try another format. I'll subdivide it using an octree.
My project a multi-platform 3D engine (currently it's working on linux and GP2X,when finished I'll port to windows,nds,dreamcast. It's made abstract enought to make easy the porting), and with it develop a survival horror + rpg game (something like parasite eve, but with a silent hill ambientation) But the 3D engine must support different kind of genres, not only survival horror, so I need a map format that is suitable for all of them, what do you think? Is better to develop my own format? any tips?
EDIT: and a way to do something similar to vertex arrays but without videoGL, calling directly the hardware?