Original Post
Hello All, I have just implemented a generic BSP algorithm. When I was browsing around on the internet for further optimizations that I could make to the algorithm I stumbled upon three other algorithms which modify the generic one. The Solid-Leaf BSP algorithm was the one that caught my eye. Supposedly it is more suitable for the rendering of a BSP tree and for collision detection. However I am a bit confused on how it actually works. I understand that you need to store the partitioning plane in each node. I also, understand that the geometry needs to be stored in the leafs of the scene. What I do not understand is how you go about creating the tree. What condition must be met in order for you to stop looping? Is it the same as regular BSP trees where you stop once you have convex data? or is there some other heuristic? How do you know if you have solid data?