I like to understand the basics of BSP tree rendering.
I am looking to the doom source code also to understand the simplest form from the beginning.
Maybe i can write a win32 program with drawing pixels and lines to see how it works.
I dont know how the doom code works just by looking at it, i cant even find the part where they draw a pixel.
Also intrested in how to implement your own BSP tree in dirextX,
how do i use the vertexbuffer for that ?
Do you need to replace all vertices from the vertex buffer for every frame ?, aint that slow ?
I need if for unlimited lights, in the fixed pipeline i have only 8 light sources available.
I also dont understand how you make your own pipeline ?, how does it work in combination with a video card ?,
i dont wanto code asm or shader language or something : C++ only, is it possible ?
Anyone has undestandable info about the simplest BSP tree or non fixed pipeline ?
thanks
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