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sinfawkes

Member Since 09 Feb 2010
Offline Last Active Nov 09 2013 02:58 AM

Posts I've Made

In Topic: Question about BSP tree

17 March 2011 - 04:05 AM

BSP trees aren't used like that anymore, and haven't been for a long time. When drawing with modern 3D hardware you don't use BSP trees to sort triangles, but usually choose whether or not to render the entire church, or all the desks in a room, using a portal or octree or similar. As you say, it's a waste of time to change states and use more draw-calls. 15 years ago this wasn't the case, as skipping a few triangles or pixels could save more time than a couple of state-changes, but that isn't the case anymore.

Besides, what I'm considering is if the church is super big and very complex, but only a little part will be seen by camera, then what should we do?

In Topic: Question about BSP tree

17 March 2011 - 04:03 AM

BSP trees aren't used like that anymore, and haven't been for a long time. When drawing with modern 3D hardware you don't use BSP trees to sort triangles, but usually choose whether or not to render the entire church, or all the desks in a room, using a portal or octree or similar. As you say, it's a waste of time to change states and use more draw-calls. 15 years ago this wasn't the case, as skipping a few triangles or pixels could save more time than a couple of state-changes, but that isn't the case anymore.

So what you mean is we just use quad tree or octree to decide whether the bounding volume is in the node which is in the frustum? So nowadays there's no meaning to use bsp tree for pvs????

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