How long can I get away with avoiding splitting polygons?

Ostsol

New member
My attempt at a BSP tree is pissing me off, so I've decided to avoid splitting polygons and rendering them at the same time as coincident polygons get rendered. Will this eventually cause me any major problems that I should be aware of? Either way, I know I should eventually go back and try to get it working properly. Right now, though, I'm quite tired of fiddling with the damn thing.
 
If you're not splitting polygons I fail to see what good a BSP would give you. Splitting polygons aren't that hard to do, there are some special cases that can be problematic though, like when a vertex on the polygon to split lies in the splitting plane, but that's not too hard to deal with.
 
Anyways BSP is not an awfully new concept of getting potentially visible sets.

It might be smarter using an Octree based Algorithm, where you can avoid the precompile stage, too.
 
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