Ajapted
Forum Regular

Posts: 743
Registered: 04-02 |
Creaphis said:
Since one guy here thinks that reject effects are lame, let's design our ports so that every map that uses them is broken.
two guys at least :)
EDGE (the port I work on) still uses the REJECT lump. But if I had to spend a free Saturday re-implementing it and testing it, just for the two or three wads which do something slightly interesting with it, I would not bother.
EDIT: to answer entryway's question, why I didn't add full REJECT building into glBSP. Years ago when I wrote glBSP I didn't know (or couldn't understand) any good algorithm to do it. Some reject builders only use distance (mark the sector pair unseen if the distance between their BBOX edges is over 1024 units). What is a lousy way to do it!
But the main reason was/is that there already exist good programs to build the reject lump, like RMB, so why bother re-implementing the wheel?
Last edited by Ajapted on 04-19-08 at 14:39
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