Author: DigiBen
This is the second tutorial of our Quake3 BSP series. This shows you how to load and implement lightmaps in your renderer. To render the lightmaps as a second pass, we use the ARB multi-texturing extensions. Be sure to check out the HTML Tutorial which goes over the Quake3 BSP File Format.
Functions Used: fopen(), new, fread(), fclose(), fseek(), delete, glBegin(), glEnd(), strcat(), malloc(), glVertexPointer(), glBindTexture(), glTexCoordPointer(), glEnable(), glEnableClientState(), SwapBuffers(), glActiveTextureARB(), glClientActiveTextureARB()
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