BSPX Lumps¶
Here are the BSPX lumps we support. As with other Quake formats, byte order is little endian.
- FACENORMALS¶
This adds per-face, per-vertex normals, tangents, and bitangents.
For maps using
_phong, this allows in-engine dynamic lights to render with the same smooth/sharp edges that the baked lighting uses.// first, a table of vectors which are referred to later (for compression) uint32_t num_unique_vecs; float3 vecs[num_unique_vecs]; // next, a per-vertex, per-face struct struct { struct { // these all index into `vecs` uint32_t normal_index; uint32_t tangent_index; uint32_t bitangent_index; } pervertex[face->numedges]; } perface[num_dfaces];
Generated with
light -wrnormals.Supported engines: Quake II (Enhanced).
See also,
VERTEXNORMALS(which we don’t support).
Todo
This list is incomplete…