Path: chuka.playstation.co.uk!chuka.playstation.co.uk!news From: "Alexander Jakes" Newsgroups: scee.yaroze.programming.3d_graphics Subject: BSP trees and creating packets on the fly Date: 22 Sep 1997 08:57:44 GMT Organization: UUNET Lines: 29 Message-ID: <01bcc373$67766900$d4f082c1@bass> NNTP-Posting-Host: aa201.du.pipex.com X-Newsreader: Microsoft Internet News 4.70.1161 Hello y'all, I am currently playing with BSP trees for collision detection. As a side effect of this I have access to a list of ready sorted polygons that need to be displayed. I have a couple of questions regarding this: 1) Is it going to be quicker for me to let the Playstation draw the entire scene regardless of whether or not loads of it is out of view? 2) Assuming it is quicker to only draw the visible polygons supplied by my BSP tree, can I add individual TMD primitives to the drawing list or do I have to make a TMD data structure in memory containing the visible primitives and then pass this to GsSortObject4. 3) If I make a ready sorted list of primitives in TMD format is their any way to avoid the sort that GsSortObject4 does. I assume the sort at least will pass through all the data once even if it does not have to move anything. 4) I have noticed there are functions for inserting lines into the display list (GsSortLine, GsSortGLine). Why are these available but a general GsSortPrimitive is not? I assume the answer is that I need to make a new TMD object and thus have duplicates of the world data I am BSPing. Thanks, Alex.