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我说,使BSP树不正确吗?
原标题:Am I rendering BSP trees incorrectly?

我有一颗BSP树被装上记忆。 我先看一下我所看到的那页。 其次,我对PVS进行了编码。 然后,我通过这个PVS的每一个地区,看看它是否属于我的图象。

我被告知,这是不正确的方法,我实际上应该通过 trav平巴普林来回头。 我如何这样做? 我看到了这样做的若干不同方法,这就是我为什么要问的。

For instance, the Quake 3 BSP rendering says: Traverse the BSP to determine in which leaf the camera is positioned. Retrieve and decompress the PVS for this leaf, iterate through PVS and mark leaves in the BSP. Traverse the BSP near to far If a Node is not marked, skip it. Test the Node Boundary Box against the Camera Frustrum. Add the current leaf to the rendition list

难道这仍然是今天或至少更简单的游戏的标准方式。

问题回答

As Orgnl 回答说:

当你提炼草药时,在z面前放置的粉料将油漆,并将执行该方案。 但是,如果粉碎机落在幕后,粉碎机就会被拒。 没有义务进行这种提款,背后,但业绩收益最差。

However if you using blend object you will need to draw this one after every solid object and do it from back to front. Because you need to blend the color with the object placed just after.





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