Reducing overdraw with a BSP..
Does anyone have a good method for reducing overdraw using a BSP tree?..in Abrash''s Ramblings in Realtime he listed a few solutions but each of them require quite a bit of extra calculation and coding..I''m considering either doing a bit-buffer, which would at the least require manual translation/rotation and a polygon fill in an offscreen buffer(plus the compares), or splitting the screen into a 2d BSP to cut out large chunks as they''re drawn, which would also be pretty painful..I know that there must be a way to specifically utilize the BSP structure to reduce overdraw but I''m not sure where to start..any suggestions?
"Like all good things, it starts with a monkey.."
"Like all good things, it starts with a monkey.."
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