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Binary Space Partitioning


By Alan Baylis 28/11/2001


When rendering a large world we need some other method of depth sorting the world faces without using OpenGL depth buffering, the most widely used method is BSP trees which are convenient on many levels. This demo shows a simple scene and the BSP source code can be found in bsp.cpp, the code has been modeled on the pseudo code presented by Gerald Filimonov (MegaHertz). His tutorial is very down to earth and I highly recommend that you read it before looking at my source. Another place of reference was the BSPFAQ

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