Re: [Algorithms] more plane-poly clipping woes
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From: Angel P. <ju...@bi...> - 2000-09-22 09:44:22
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> Unfortunately, this problem cannot be avoided for whole-world > spatial structures like a BSP. You must take all your models into > world-space when you put their polys in the BSP, since the BSP must > all be in one common space. You can use octree or kd-tree and put BSP trees in the leaves (each leaf will have it's own space ). Even without the FP precision problems this is very usefull because it will give you much better tree balance ( faster collision detection and raytracing ) and will also speed up the compilation process quite a lot, especialy with complex geometry. I think that the Lithtech engine does something similar. Currently when building the root BSP nodes I first pick some axial aligned split planes that have equal number of polygons on both sides, but I don't redefine the space. |