Re: Leafy BSP Tree Contruction
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <OF8F6FC7CD.558FF22D-ON882575BD.00160731-882575BD.00173813@playstation.sony.com> |
Manolache Adrian wrote: > I checked and there are a lot of cases when vertices are very close to > a lot of planes, and this causes problems when splitting with these > planes. If the vertex is sufficiently close to a plane it should be considered ON the plane; this is what it meant by a fat/thick plane. It sounds to me that you might not be correctly handling the thick planes. The introduction of thick planes changes not only how you clip/split polygons to the plane but also how you classify polygons w.r.t. being in front/on/behind the plane. You can find a short outline of the problems in my GDC lecture on robustness: http://realtimecollisiondetection.net/pubs/ There's a lot more detail in my book on both splitting and classifying to thick planes (pp 364-373). Christer Ericson, Director of Tools and Technology Sony Computer Entertainment, Santa Monica http://realtimecollisiondetection.net/blog/ ------------------------------------------------------------------------------ Register Now for Creativity and Technology (CaT), June 3rd, NYC. CaT is a gathering of tech-side developers & brand creativity professionals. Meet the minds behind Google Creative Lab, Visual Complexity, Processing, & iPhoneDevCamp asthey present alongside digital heavyweights like Barbarian Group, R/GA, & Big Spaceship. http://www.creativitycat.com _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list