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BSP trees..
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Remember, as you read about BSP trees, that they are NOT a method of occlusion culling (that''s what I had originally thought.) They are a method for dividing a game map into manageable spaces (convex volumes) which, due to the properties of a BSP tree, are pre-sorted by depth. Because a BSP tree creates many convex volumes, each of these volumes may contain visibility information (a PVS, or Potentially Visible Set), but the determination of which BSP volumes are in the PVS is not directly related to the structure of the BSP tree. A BSP tree is sort of "tailor-made" for PVS determination, but it is not a technique for doing that in and of itself. All it is is the recursive subdivision of the game world.
You may have already understood that much, but it is a common misconception that BSP trees are for occlusion culling - one which I believed when I was first reading about BSP trees, and the reason I was completely confused by many BSP documents - so I figured I''d save you some of the frustration I experienced, in case you had the same misconceptions I did.
You may have already understood that much, but it is a common misconception that BSP trees are for occlusion culling - one which I believed when I was first reading about BSP trees, and the reason I was completely confused by many BSP documents - so I figured I''d save you some of the frustration I experienced, in case you had the same misconceptions I did.
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