random231
10-18-2003, 04:20 PM
I've been stuck on this for months, so I'll get straight to the point.
The environment for my 3d walkthrough is made up of surfaces on planes in space. The surfaces are made up of TRIANGLES, TRIANGLE_FAN, and TRIANGLE_STRIP. I was able to partition space using a BSP tree and perform frustum culling against the nodes/leafs of my bsp tree. The problem I'm having is reducing overdraw: if the camera is oriented in front of an opaque wall my program still draws all the potentially visible surfaces behind it, even though they are not visible.
I need some way of precomputing what surfaces/nodes cannot be visible given the region my camera is in (PVS information I think it's called). Can anyone give me some good references for computing this?? I've been searching/trying to no avail.. no results.. :(
If I need to learn some more math to do it then I would gladly.
The environment for my 3d walkthrough is made up of surfaces on planes in space. The surfaces are made up of TRIANGLES, TRIANGLE_FAN, and TRIANGLE_STRIP. I was able to partition space using a BSP tree and perform frustum culling against the nodes/leafs of my bsp tree. The problem I'm having is reducing overdraw: if the camera is oriented in front of an opaque wall my program still draws all the potentially visible surfaces behind it, even though they are not visible.
I need some way of precomputing what surfaces/nodes cannot be visible given the region my camera is in (PVS information I think it's called). Can anyone give me some good references for computing this?? I've been searching/trying to no avail.. no results.. :(
If I need to learn some more math to do it then I would gladly.