BSP trees and OPENGL ?
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?
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...
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.
(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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