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BSP trees with infinite depth

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Well... first of all I want to thank all people that replied to me. Secondly... I understand how to render with BSP trees when I use bounding boxes. I don''t understand how to render with BSP trees if the viewing frustrum has infinite depth. Although I think PVS are very usefull. If you know how to render with infinite depth, please let me know. (If you read kD trees, you''ll know what I mean exactly) Thank you in advance. Greetings and thanks from Dark Wizard

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quote:
Original post by TheMummy

Hi,
Do you want to render front to back (using s-buffers or sth like that) or back to front ?



I don''t care how I render things... I am using a Z-BUFFER (I use Direct3D with a HAL device)... I just want to know when I have got to stop rendering without using something like: If there is still one pixel to draw then... bla bla bla. Just look at games suchs as Unreal Tournament/Halflife/Quake III and you''ll know what I mean

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