Hello

Can anyone explain me how I could use BSP-Trees.

I already found some tutorials about BSP-Trees. It’s no problem for me to use them in a 3D-World where you can’t go up or down, but I have no idea how I can use them if I have more stages.

Hello

Can anyone explain me how I could use BSP-Trees.

I already found some tutorials about BSP-Trees. It’s no problem for me to use them in a 3D-World where you can’t go up or down, but I have no idea how I can use them if I have more stages.

What would be the problem?

It might be, that the tutorials you looked into just gave 2D illustrations. Then, do the same, but use 3D planes instead of 2D-edges to cut the world into pieces.

-Cut my world into pieces, this is my last bsp -

[This message has been edited by Michael Steinberg (edited 11-23-2000).]

The trick is that you cut in different planes

for each stage.

Also, for 3D, you may wish to cut not just in

two, but in 8 (possibly axis aligned) pieces,

to make an octree.

What does that mean “to cut it in different planes for each stage”? Do you mean balancing of trees?

Originally posted by bgl:

you may wish to cut not just in

two, but in 8 (possibly axis aligned) pieces,

to make an octree.

In my opinion there are only 6 axis but I think that would be the answer to my question.

Thanks

I said 8 pieces. As far as I know, there are

only three axis: X, Y and Z. These, in turn,

define three planes: YZ, XZ and XY.

Cutting along three planes generates 8 pieces

because each plane doubles the number of

pieces (sub-volumes) there already are.

6D rendering :þ~~~

Who will implement it first?

You are right there are only 3 axis.

I meant you can test if one point is +x, -x, +y, …

so we have 6 “axis”

What I forgott was that the point has do be in an area, not on +x, -y and -z for example, so that you have to pass three leaves of the tree.

But now I hope I understand that correctly.