Hidden Surface Removal

Started by
1 comment, last by Blizz 23 years, 10 months ago
I am working on an engine and now it''s time for me to make some critical decisions about Hidden Surface Removal. What is the best way to do HSR in a 3d engine for a DOOMLIKE game.. ( All = indoor ) and maybe someone has a nice example for me to look at.. Thanks in advance, Blizz
Advertisement
bsp trees are good

otherwise, you could "group" rooms and make a visiblility check to all the group (faster than checking all polygons)
(you can find me on IRC : #opengl on undernet)
Have you read the Quake docs?

Maybe octrees or portals can be your thing?...

There are lots of tutorial on this, you''ll find em

This topic is closed to new replies.

Advertisement