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DumbCub

BSP Tree questions

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DumbCub    122
I create my simple BSP Tree now.I can build a BSP Tree.I compare position to draw the polygons in the order of furthest to closest.And I can see things correctly.But I have some questions: How can I cull out faces that should not be drawn?How can I do my Frustum cull? Someone tell me a method: vector left_sightlight,right_sightline //vector representing a ray cast through the left_most/right_most pixel of the screen. If left or right sightline intersect the node''s bounding box.Then we use the node to render. Can you tell me some effective methods?And then I can get a new polygon list that we should render to do my collision detection.I don''t want to pass all the polygons to detection funtion.It''s sloooooooooow! Thanks. What we do in life echos in eternity!

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