~ Update Log is Below ~
https://turbowarp.org/969927188 (expected to run this on turbowarp)
Update T3 v0.0.4/3
Updates:
~ Mesh Polygonization Algorithm
~ Polygon to Quad/Triangle Algorithm
~ Dynamic Normal Based Lighting
~ Disable/Enable Lighting
~ Multi-Tree Generation
~ Render Layering
~ Quicksort Support
~ Tree Regions
~ Material + Transparency Support
Bug Fixes:
~ Points not sorting in the bsp tree properly
~ Various other stuff but i forgot
Optimizations:
~ Direct rendering from tree
~ Faster rendering scripts
~ Quad Support
~ More random optimizations yes i also forgot
Update T3 v0.0.2
Updates:
~ BSP visualizer now shows only triangles in the space being partitioned
~ Added BFC
~ Added BSP tree visualization (can be seen generating in real time)
~ Added Timing System (By Chrome Cat)
~ Dynamic Points + Point Support
Bug Fixes:
~ Fixed Optimal Plane Selection using the Y vertex for the Z vertex as dot product
~ Fixed Transformed Vertex List mismatching length of Vertex List
Optimizations:
~ BSP works with the raw primitive data instead of needing its own list
~ Slight Code Reductions in BSP
~ Primitives that are on the same plane are now added to the same node
~ Added recursive tree traversal
~ Improved pivot selection for coplanar points --> less splits
Update T3 v0.0.1 (BSP is fully functional, no bugs):
~ New UI and Vectors Icons, New Logo
~ Rendering Moved to BSP (Less Global Lists/Variables)
~ Several improvements to the BSP visualizer
~ Visualizer now tracks all three points instead of two
Bug Fixes:
~ Fixed visualizer referencing the wrong test point on the polygon
~ Fixed split primitives receiving an empty vertex pointer to a point along its plane
~ Fixed linked list ending traversal too early when splitting a polygon near the upper bound
~ Fixed disappearing polygons during BSP generation
~ Made current primitive shown separate from the pivot and the checked primitive
~ Fixed issues with coplanar points and and splitting
~ Fixed current dot product being overwritten during the splitting test process
Optimizations:
~ Faster check for node type in BSP generation
~ Faster splitting algorithm