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BPS-tree ?

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Guest Anonymous Poster
Unless your landscape is full of caves and other interior spaces, I would suggest using some other form of data storage. BSP's are very good at interior sections, but outdoor areas (especially huge outdoor areas, like in a flight sim) are definately not an optimal case for bsp trees to handle. They will work, however. IMHO you would be better served using a different strategy.

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I´m currently developing a graphics engine
for a landscape viewer.
Is it a good idea to use a bsp-tree
to store the data or should I better use
another algorithm to detect if a part is inside the frustumn or outside.

thaks in advance


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I heard KD-Trees would be a good idea for outdoor engines. You divide the landscape into several sections a 50 polygons and use mini-bsp's in this sections.

Another way would be using quadtrees, they're good if you use things like overhangs etc.


Skullpture Entertainment

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