Hidden Surface Removal
I am working on an engine and now it''s time for me to make some critical decisions about Hidden Surface Removal.
What is the best way to do HSR in a 3d engine for a DOOMLIKE game.. ( All = indoor ) and maybe someone has a nice example for me to look at..
Thanks in advance,
Blizz
bsp trees are good
otherwise, you could "group" rooms and make a visiblility check to all the group (faster than checking all polygons)
otherwise, you could "group" rooms and make a visiblility check to all the group (faster than checking all polygons)
(you can find me on IRC : #opengl on undernet)
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