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MasterSlowPoke

OpenGL Rending a Quake 3 BSP under DirectX

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From what I understand, the traditional way to render a BSP is the find what polygons (leafs) are visible from the camera and render them as you find them. This works fine and dandy with OpenGL, but the relatively high cost of Draw calls with DirectX makes me weary. I'm thinking that I should instead store each polygon in a buffer (delineated by the texture used) when visible leafs are found, then render each buffer at the end. Still, this seems to be a lot of work for the CPU to do each frame, so I'm also thinking of just making static buffers for each texture and rendering them all each frame, letting giving the hardware the task of culling nonvisible leafs in the vertex shader. Any thoughts on how I should go about it?

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Hello,

For BSP Trees rendering with directx 9 this sample should be very useful :

http://www.codesampler.com/dx9src/dx9src_10.htm#dx9_solidnode_bsp

Peace

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