Archived

This topic is now archived and is closed to further replies.

static world

This topic is 5900 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

I''m a newbie in 3d. I''m writing a small 3d engine and an editor. I dont know wich way to go. At the begining I''m using AA polygons, just 4 vertices per polygon. I do split each rectangle in 2 triangles, than I use trianglelist to render them. I have a common array of vertices , and a common array of triangles that holds only indexes on vertex array (this is to reduce the memeory print for verticres). Looks fine until now. I''m throwing in a BSP. Durring the bsp construction some of the triangles are split and the result may be a polygon having 4 vertices. Now I''m in trouble rendering the new shapes. My question is. 1. I store these as multiveritces polygons, then I build BSP then I tesselate the resulting polygons and render the resulted triangles 2. I do the teselation before, then I build the BSP ,then I teselate again. 2. Non of the above. Thak you Marius C.

Share this post


Link to post
Share on other sites