Posts: 77
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I'm into 3d programming and i've heard a lot about bsp trees being involved with Doom and Quake. But what are they (in the graphical sense)? And can you use them in QB? Thanks
-TechFalcon
Posts: 530
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The wonders of google:
http://www.google.com/search?hl=en&ie=UT...e+tutorial
and heres a really easy to understand tut, doesnt tell you how to use it but what it is:
http://pixelate.co.za/issues/1/1/articles/bsp_trees.htm
Posts: 788
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When rendering a 3d scene, you need to render the farthest away polygon first, and the nearest one last. Otherwise it will just look like a mess.
The solution to this is to sort the polygons. And doing this is very time consuming. But that's not the only problem, becuase the sorting is per polygon and not per pixel some polygons are impossible to sort.
What the bsp tree algorithm does is to make sure that no polygon intersects with any other. And once you have that you can quickly render the scene in a back-to-front order.
I'm to lazy to type more, so read this. It's the best paper i found on it.
http://www.flipcode.com/misc/SamuelRanta...PTrees.pdf
oship me and i will give you lots of guurrls and beeea
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Entropy did once a QB raycaster using a BSP tree, unfortunately the tree was pre-made and read from a file, so the more interesting part is lost...
Antoni