BSP trees and OPENGL ?

Started by
1 comment, last by porras 22 years, 5 months ago
OpenGl implements depth (Zbuffer) visibility determinations. Is there really some performance boost if I add BSP code to my OpenGL code (used to visualize .OBJ models). Let''s say I want to display a Quake Map, (or any kind of game level). Isn''t it enough to let OpenGL do the rendering stuff, do I have to use BSP or some algorithm to improve performance? I have a TNT2-m64 card. Can a BSP tree make really a diferrence?
Advertisement
Well, I''m not sure if you''d get a huge performance boost just because you don''t have to use the z-buffer, but you can use the bsp-tree to calculate a PVS, which will make it go a lot faster...
-----------------------------Reporter: Are they slow-moving, chief?Sheriff: Yeah, they're dead. They're all messed up.-Night of the living dead
you need to handle visibility determination yourself.
(lol, that thread is joke? isn''t it, i hope it isn''t)
yeah imho BS-trees+VIS is best choice, cause your rasterizer
needs to only take visibility stuffs from look-up-table and that''s quick, no calculations needed at all. And for faster
processing, please cull stuffs that isn''t visible in vis
still with cone of vision.

This topic is closed to new replies.

Advertisement