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BSP trees and OPENGL ?


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#1 porras   Members   -  Reputation: 122

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Posted 19 November 2001 - 03:05 AM

OpenGl implements depth (Zbuffer) visibility determinations. Is there really some performance boost if I add BSP code to my OpenGL code (used to visualize .OBJ models). Let''s say I want to display a Quake Map, (or any kind of game level). Isn''t it enough to let OpenGL do the rendering stuff, do I have to use BSP or some algorithm to improve performance? I have a TNT2-m64 card. Can a BSP tree make really a diferrence?

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#2 Rudan   Members   -  Reputation: 158

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Posted 19 November 2001 - 04:07 AM

Well, I''m not sure if you''d get a huge performance boost just because you don''t have to use the z-buffer, but you can use the bsp-tree to calculate a PVS, which will make it go a lot faster...

#3 rickpeek   Members   -  Reputation: 122

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Posted 20 November 2001 - 04:20 AM

you need to handle visibility determination yourself.
(lol, that thread is joke? isn''t it, i hope it isn''t)
yeah imho BS-trees+VIS is best choice, cause your rasterizer
needs to only take visibility stuffs from look-up-table and that''s quick, no calculations needed at all. And for faster
processing, please cull stuffs that isn''t visible in vis
still with cone of vision.





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