3D BSP Trees
OK, so I've seen many, many BSP tree tutorials. All of them were on a top-down perspective, and polygons were in fact 'walls' or lines. Then to split the polygons, all they had to do was find the intersection point of two lines. Now, how would one 'extrapolate' this into 3D space, with arbitrary sets of 3D polygons that may not have any kind of limits on placement or rotation? How could I split polygons in 3D space?
- fyhuang [ site ]
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