Jump to content
  • Advertisement
Sign in to follow this  

How to discover erronous data sets for Leafy BSPTree construction?

This topic is 3502 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Is there a way to check if a mesh is suited to feed it to a Leafy BSP Tree construction procedure? Are there any tools that pre-process the mesh and make it suitable for this kind of job or expose the parts that are wrong? I keep getting back leaves with all the polygon used as splitter on a level created by a friend of mine. I tested the algorithm on 3 small(<1000 poly) to medium sized(<6000 poly) levels and it worked, so i let's assume there's nothing wrong with the algorithm.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!