the rapid collider treats every element > 3 verts as a tri strip. I'm not sure if that's valid unless we are guaranteed that the data in bsp_polygon is either a triangle, or a tri-strip. bsp_polygon and GL supports primitives of quad, tri, tri-strip, quad-strip, line-strip, tri-fan.ace123 wrote:Was the problem then only with tri-strips?
I had a feeling it happened for every polygon at least in some models... it looked somehow more like an off-by-one or something to that effect.
There is no way of determining whether or not a 6 vertex array element is two triangles, a tri strip, or a quad strip (i doubt it's a tri-fan). Unless we know one way or another by limiting our mesh files to what we want.
So i just decided that since treating it all as a tri-strip wasn't working right (and rapid collider's structure probably hid the fact that it wasn't working for it either somewhat) that i might as well try treating everything as distinct triangles. So far it's not so bad, but i have the feeling it's still not 100% correct. But at least we know where to look now. It's all in the reading in of bsp_polygon correctly.