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Archive Notice: This thread is old and no longer active.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 Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
Infinite Reboot

June 09, 1999, 07:15 AM

Hi

I have 2 questions
1
-

Im currently using a bsp based world inwhich the leaves are divided
into solid-empty space. (easy for coll. detection).

But there is a prob in calcing solid-empty space.
e.g. If i have a box in my world which contains a polygon on the inside
i would like to get rid of the polygon so that the inside of the box can
be marked as being solid, which it isnt in the beginning  because
of the poly. But since the poly cant be seen it may be trown away.
If that poly stays the inside wont be marked as solid and my raystabbing
code wont give the output i want.,

Are there ways of throwing away polys that never can be seen (im talking
closed environment)?

And before you say, ask your gfxian not to make these things, there
are more complicated situations where similar things happen (when bsp splitting
occurs and polys intersect etc...)

2
-
Are there ways to divide worlds in to cells and portals where i can
have convex cells which contain stuff?
For example, if with the bsp approach i have a room + window which
contains a box, this room will be split into several cells, but i would
like a system which considered the room as being one cell, with the window
being the protal.
Exact visibility ordering isnt the issue here since it will be rendered
on hw, but i think it would give better performance with lesser cells (hw
state changes etc. etc.) and more of a realistic subdivision ( in rooms
and windows/doors, instead of convex regions, see the box example)
than bsp;

Thnx alot for taking your time to read and answer this.

Joris


 
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