Re: Map Files

Chris Carollo (carollo.1@osu.edu)
Mon, 22 Apr 1996 19:20:33 -0400

Date: Mon, 22 Apr 1996 19:20:33 -0400
From: Chris Carollo <carollo.1@osu.edu>
To: quake-dev@gamers.org
Subject: Re: Map Files

Stephen Crowley wrote:
>
> The way I'm trying to implement plane intersection code is to.

[algorithm snipped]

> Note: In theory this should work. However, reality is a different
> story. :-)

I'm going to be talking to one of my professors whose research is in
optimizing 3-d intersection calculating, so hopefully he can show me
a good way to do this. I'll post if I learn anything interesting.

(Though the method you described was basically what I had in mind for
calculating the vertex & edge list)

> >True. Though you have to take into account case where polygons of
> >one brush lie completely in the interior of another brush. In this
> >case, the polygons won't intersect, but still need to be clipped.
> >I'm sure this is documented in a CSG source somewhere.
>
> All planes in a surface do intersect, except for the ones that are
> parallel of course.

True. My point was that polygons that lie completely in the interior
of another brush need to be clipped out of existance, even though
they might not intersect with any of its polygons.

-Chris