Any proposition for vertex color/shading (resists going into a tirade on EQ's use of emissive coloring).
Also, we need to tag certain polys as "solid" or "non-solid". For instance, the player can walk through the leaves of a tree.
Alpha transparency. Part of color?
As a side note, Quake files have shaders as separate and you assign them to vertices...
Edit #1: for frustum culling, you'll need bounding spheres in addition to bounding boxes (sphere culling should be the first step as it's way faster)
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