CSG with OpenGL


I am trying to implement a CSG-based rendering engine.
Is there a general way to perform CSG operations
(Union, Intersection and Subtraction) accuratelly by traversing a CSG tree?

Let say a room consists of two boxes subtracted.

	  / \
         /   \
        /     \
      Box1    Box2



Wow full GPL on a lib, that’s pretty darned viral. I’ve used LGPL libs before but GPL on something like this is a non starter for most people.

don’t forget that full csg requires view-dependent sorting and depth peeling. you’ll need multiple passes.