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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
Ivo Verberk

August 29, 1999, 01:32 PM

Hi,

I'm trying to write a 3d-engine, using a bsp-tree.
I wrote a bsp-compiler wich uses the standard method:
1. Load polys
2. select split plane from poly input list
3. store plane in node and create left/right poly lists
4. select another plane and repeat the process
Recently i've downloaded the genesis editor, and I noticed that they
uses some kind of solid/cut/hollow approach to create their bsp-tree.
Could someone explain to me how they construct their bsp-tree??

Thanks in advance,
Ivo Verberk
verberk@wxs.nl

 
Angel Popov

August 30, 1999, 09:56 AM

They do CSG (Constructive solid geometry) using the BSP tree.
For more info look in the BSP FAQ (http://reality.sgi.com/bspfaq/)
in the section "12. HOW DO YOU PERFORM BOOLEAN OPERATIONS ON
POLYTOPES WITH A BSP TREE?"


Ivo Verberk wrote:
>>Hi,
>>
>>I'm trying to write a 3d-engine, using a bsp-tree.
>>I wrote a bsp-compiler wich uses the standard method:
>> 1. Load polys
>> 2. select split plane from poly input list
>> 3. store plane in node and create left/right poly lists
>> 4. select another plane and repeat the process
>>Recently i've downloaded the genesis editor, and I noticed that they
>>uses some kind of solid/cut/hollow approach to create their bsp-tree.
>>Could someone explain to me how they construct their bsp-tree??
>>
>>Thanks in advance,
>> Ivo Verberk
>> verberk@wxs.nl
>>

 
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