viewtopic.php?f=29&t=102059&start=20#p1034000
I put a pause on that when I realized that for more reason than one, KGLX was not really well suited for such a task.
As I have since decided to build my own GL api, I have enough finished to start looking back at getting Quake 3 bsps running.
One thing that bothered me, was getting lightmaps to render on the DC.
Essentially, Q3 lightmaps are just textures stored in the .bsp file, that are rendered on top of the base texture.
More modern builds of GL support multitexture, so the solution is quite simple in that case.
However, using the DC's PVR, the only way I can imagine is by sending each vertex twice to the PVR, once with the base texture data, and then again with a translucent vertex with the lightmap texture data.
From what I can tell, that is the solution this guy concluded
http://yam.20to4.net/dreamcast/index_old.html
Any thoughts welcome
![Razz :P](./images/smilies/icon_razz.gif)