I'm a professional game developer from Wakefield, England, working for TickTock Games.
I'm a married father of five and I am also the director and lead programmer of Retroburn Ltd.
Martin 'Bytrix' Caine
Father. C++ Games Programmer. Cyclist. Guitarist.
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Thursday, June 17th 2010 / XNA

Tesselating BSP patches

Following on from my earlier post I've already now added in the functionality I needed for my BSP Importer using Quake 3 style shaders (since we're using NetRadiant to build our levels).

I've basically just created a simple shader file which points to the texture file and supplies an extra flag tesselation which can be read at compile time to tesselate the patch as specified:

  tesselation 1x1
  qer_editorimage textures/trackbuilder/road1.jpg
  map textures/trackbuilder/road1.jpg

  tesselation 9x1
  qer_editorimage textures/trackbuilder/road1.jpg
  map textures/trackbuilder/road1.jpg

You can see there that I've created two shaders that will still use the road1.jpg textures but specify tesselation levels of 1x1 and 9x1. The first would be used on the flat straight pieces of road and the latter would be used on the corner pieces.

Now I just need to write all the combinations for each texture and then start re-texturing within NetRadiant! I'll post an update once I've got some new wireframe renders from the game.

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Tags:   bsp   tesselating