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InsideQC Forums • View topic - Calculating the Extreme X, Y, Z of a .bsp?

Calculating the Extreme X, Y, Z of a .bsp?

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Calculating the Extreme X, Y, Z of a .bsp?

Postby Baker » Tue Dec 23, 2008 4:06 am

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Postby metlslime » Tue Dec 23, 2008 9:09 am

I guess, while loading vertices, compare and modify as needed a mins[] and maxs[] for the map
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Postby Electro » Tue Dec 23, 2008 10:06 am

Yeah like what metlslime said.

setup a mins to be 99999999 (or some ridiculous number to make sure everything is caught)
maxs to be -99999999

if (vert[0] < mins[0]) mins[0] = vert[0];

same for y and z etc... you get the idea
It's like starting off with an inverted box, then pushing it out every time you have a vertex that requires it to grow.

The result should be a bbox for 'worldspawn' :)
Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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