Original Post
I''m a newbie in 3d.
I''m writing a small 3d engine and an editor. I dont know wich way to go.
At the begining I''m using AA polygons, just 4 vertices per polygon. I do split each rectangle in 2 triangles, than I use trianglelist to render them. I have a common array of vertices , and a common array of triangles that holds only indexes on vertex array (this is to reduce the memeory print for verticres). Looks fine until now. I''m throwing in a BSP.
Durring the bsp construction some of the triangles are split and the result may be a polygon having 4 vertices. Now I''m in trouble rendering the new shapes.
My question is.
1. I store these as multiveritces polygons, then I build BSP then I tesselate the resulting polygons and render the resulted triangles
2. I do the teselation before, then I build the BSP ,then I teselate again.
2. Non of the above.
Thak you
Marius C.