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BSP Triangle Subdivision...

Started by JonnyVix Jun 11, 2002 at 7:14 AM 0 replies 650+ views
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JonnyVix
JonnyVix
Hi all, i''ve just built my own bsp function and i don''t know if the result is exactly what is expected to be (ohhh dear...) : first i find the best plane of partition and then i split in front-back then the front node is split with his best plane and so the back and so on....The problem is that many times i end up having to split polygons. As a result my scene may get 2 times bigger (in polygons) than the one i designed.... Is this a standard issue in using bsp or am i missing something??? Thanx in advance JonnyVix
Gammastrahler
Gammastrahler
choosing the "best plane" means that you determine how many splits occur depending on that polygon and how balanced the tree would be. you typically set a maximum threshold for the number of splits and the balance of the left and right subnodes and choose the polygon that best matches this criteria.

too many splits can result in a bad render performance, you should test this for your self. it depends on the geometry.

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