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Visible surface determination?

Started by rikard Jan 20, 2001 at 12:01 PM 0 replies 250+ views
Original Post
rikard
rikard
Hi. I''ve spend the day learning octrees and BSP for visible surface determination, but no texts mentions how to detect when a front face obscures a more distant front face, so that you only need to draw what''s truly visible. Does someone know an algorithm to do this, using octrees, BSP or some other nice algo? Would be nice! Thanx. // RIkard
XBTC
XBTC
Hi!
You´ll have to use a PVS.This cannot avoid rendering one face obscured by another one in all cases but it works in the more obvious cases.Q3 uses this method.If you stand close to a wall and look at it the stuff nehind the wall wouldn´t be rendered.
A PVS means a Potentially Visible Set.Which means for every leaf\cell in your bsp\octree you calculate which other leafs\cells are potentially visible from it.This is done ahead of time(By the level editor for example).

Look at www.MrGameMaker.com for more info....

HTH, XBTC!

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