Space Partitioning and Vertex Rendering Speed
Hi, i formyself try to optimize vertex submission when rendering. To achieve this, i use either triangle strips or triangle fans, depending on what would be suitable. This works and gives good results, but now the problem:
I´m just about to implement a bsp tree to subdivide my world. If i do this, i can no longer do these optimizations! Consider, for example, a very smooth curved top of a cylinder: the best to render this is using a triangle fan. But what is if a bsp plane crosses my cylinder? i´m no longer able to do this!
this brings me to the next question: how is this done in quake III ? In a QuakeIII demo source from gametutorials.com, they use exlusively triangle fans to draw the faces.
can someone point me in the correct direction?
thanks
Gammastrahler
[edited by - Gammastrahler on July 16, 2002 8:13:46 AM]
Q3 doesn''t split the triangles when a plane intersects, it puts the triangles in more than one node. Leaf nodes then have redundant geometry.
Mike
Mike
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement