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JokerX

Bsp culling

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JokerX    126
Hello, in Quake3 bsp map I would like to implement movable object rendering optimization. To have a frustum culling of course is not enought. I have a problem how to determine object visibility in map - bsp culling. I plan to employ PVS capability of Q3 bsp maps. Each object has its own volume (bounding sphere or AABB). If I know which clusters intersects with this volume, than I can quickly determine if object is visible from actual camera position or not. But how it is possible to figure out every clusters(not leafs) that object is in? Thanks for any advise or link

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Zipster    2359
Each leaf stores its cluster index, so you have to check to see which leafs the object is in and then build a unique list of clusters. Or you might be able to build bounding boxes for the clusters themselves at load-time, and use those directly instead of checking against individual leafs.

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