[Algorithms] Re: Portal VS BSP
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From: Alen L. <ale...@cr...> - 2003-12-14 20:48:09
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>> If you are talking about building the PVS/portals directly from the >> tree's >> topology, then yes. The question was about what current games were doing >> and >> I only know of games using a sampling method to calculate the PVS or >> using >> hand-built portals. There may be games which use the BSP's topology, but >> I >> don't know of any. Perhaps someone else can think of some? > > Hm... I don't have the source code of "vis" tool for Quake1 to check it > out, but IIRC from some texts I read a long time ago, it is just what it > does. It makes a BSP, then portals and then uses those portals to make the > PVS. Maybe I confused that with the old Seth Teller's PVS paper. Feel free > to correct me if I'm wrong. On a second read, I believe I might have misunderstood you. If you ment games that use BSP to build portals and then use those portals for dynamic visibility, yes, I don't know any either. But it certainly feasible as well. I used that in a renderer I implemented a few years ago for some testing, and it worked well. :) Alen |