Hi.
I just wondered how the Q3 engine or Radiant draw a cube from the coordinates stored in a .map file like this:
( 0 128 128 ) ( 0 0 128 ) ( 0 0 64 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 128 128 128 ) ( 0 128 128 ) ( 0 128 64 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 128 0 128 ) ( 128 128 128 ) ( 128 128 64 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 0 0 128 ) ( 128 0 128 ) ( 128 0 64 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 0 0 128 ) ( 0 128 128 ) ( 128 128 128 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 128 128 0 ) ( 0 128 0 ) ( 0 0 0 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
Here’s the cube shown in Radiant:
After reading spog’s map definitions and these inofficial Quake specs I understand that the cube is built from planes.


There are 6 rows describing the brush in the .map file (one row for each plane). That’s the part I understand.
But I don’t understand how a rectangular cube is drawn from those planes now. I know that the engine draws triangles but how is the point 128,0,0 calculated for example? It isn’t listed in the .map file but this point/corner of the cube is drawn.
I hope you get what I don’t understand and can explain me how it works 
Thanks,
Shaderman


What do you think about the fact that all given points are corners at the same time?
Any hints where I could start looking at the code in Radiant?