[Papervision3D] Binary Space Partitioning

Jon Bradley jbradley at postcentral.com
Sun Feb 4 14:31:22 EST 2007


On Feb 4, 2007, at 1:53 PM, Tim Knip wrote:

>> Proper z-sorting requires splitting polygons, in real-time.
>
> Not so afaik. Splitting the polys in world-space should suffice. So it
> can be an offline process.
> Only thing slowing down the engine would be the overhead of the
> splitted polygons.

Try handling intersecting geometry. :)

All z-sorting algorithms fail at some point - either rotationally or  
positionally. The only true method of guaranteeing proper sorting of  
triangles is by using a z-buffer, but that's way outside the scope of  
what is possible with AS3 in realtime.

cheers,

jon



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