S
sfx1999
Guest
What I am trying to say is BSPs give you information in perfect order. Since they do that, you can disable depth testing and reenable it when you have to. It was mainly done to speed up software renderers, but you can still use it.
The problem is that you need depth testing in a hardware renderer to keep overdraw to a minimum, and even then I don't know how you tell if all the pixels are filled on the screen to stop rendering.
They work. Tons of games use them. They are very effective.
One of the limitations with BSPs is they can't do mirrors very well, but you CAN do it. You would have to implement a portal entity and open another viewport to another location in the map. You would also have to modify the netcode so that the server will send information about player locations through the portal or tweak the PVS.
But like I said, does it really matter? He is just writing a toy engine for educational purposes.
The problem is that you need depth testing in a hardware renderer to keep overdraw to a minimum, and even then I don't know how you tell if all the pixels are filled on the screen to stop rendering.
They work. Tons of games use them. They are very effective.
One of the limitations with BSPs is they can't do mirrors very well, but you CAN do it. You would have to implement a portal entity and open another viewport to another location in the map. You would also have to modify the netcode so that the server will send information about player locations through the portal or tweak the PVS.
But like I said, does it really matter? He is just writing a toy engine for educational purposes.