Hi Guys,
Can someone help with some questions about the above? I’m trying to work out what I need and what I don’t. I’m working on a simple 3d engine, which will mainly be drawing scenes like in a first person shooter.
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As I understand it, a BSP tree is used solely to determine the order in which the polygons in a scene should be rendered. If this is the case then is a BSP tree unnessesary if the OpenGL depth buffer is being used, as this makes sure the right polygon is drawn anyway?
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My map format basicly consists of many sectors, with each sector being made of several polygons (standard method I think). Where one sector joins another I mark the joining polygon as being such. Now to render the scene I was going to start by rendering the current sector, then by testing which joins are visible, and if any are vissible then render the sectors they lead to. Obviosly if a join isn’t visable then the sector it leads to is also not visable. Is this what a portal engine does? or is it what PVS does? If not is it an effective way of not rendering hidden scenery?
Any help you can give deciding what I need will be much appriciated,
David