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porras

OpenGL BSP trees and OPENGL ?

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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?

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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...

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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.

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