Original Post
I''m designing a very simple 3D engine that will use a BSP tree to sort and draw polys. I''ve been reading alot on drawing techinques and have a question. What i''d like to do is when drawing to traverse the tree front to back with the z-buffer enabled. As the Polys are drawn i would check the frame buffer to see if every pixel has been covered. If it has not then draw another 10-15 triagles down the tree until it has. How might i do this is OpenGL assuming that the BSP tree is working? Idealy what are the ideas and the functions needed to do this efficiently while still leaving the buffer in the hands of OpenGL? Also if you think this idea is not a good one for a 4directions of freedom BSP, what algorithm would you suggest? I''m looking primarily for ease of implementation and secondly speed. Any response appreciated.
Daniel