q3map2/light.c teardown
Posted: Thu Dec 04, 2014 1:31 am
I inadvertently made a new thread in the level design/modeling forum to revive efforts on q3map3 but I'm not sure how to move it here. More to the point of that thread, is the tearing down and documentation of q3map2's most time-consuming process, light.
I've been looking through light.c which seems to hold a lot of the secret sauce that makes light maps happen, though the structures used in that code are like being hit in the face with a pile of phone books. I believe it was Misantropia that once told me the biggest hurdle would be to understand how the code is doing what it's doing, not just the code itself. He appears to have been correct.
As I go through the code, I'm wondering if other people have a solid understanding of what's going on in there or already have it documented somewhere, though I haven't seen any as of yet.
I've been looking through light.c which seems to hold a lot of the secret sauce that makes light maps happen, though the structures used in that code are like being hit in the face with a pile of phone books. I believe it was Misantropia that once told me the biggest hurdle would be to understand how the code is doing what it's doing, not just the code itself. He appears to have been correct.
As I go through the code, I'm wondering if other people have a solid understanding of what's going on in there or already have it documented somewhere, though I haven't seen any as of yet.