Decent support for the bsp (albeit old tech) would be a nice thing to have, IMO.
Until a full-featured Ogre Level Designer Tool appears (if ever) - this route is a good thing.
((Some tools can decompile/export bsp's to other formats..))






Don't worry!DarkSeraph wrote:Now i'm confused, it's a MAP->BSP compiler, and only takes .scene or .mesh?so lost...

Its not needed to make new textures because every wall/geom has different light, that is why multi-pass rendering is for, you use the same texture in all walls, but you add another pass with the light from the lightmap, and even the lightmaps are packed in a few textures, typically 2 or 3 lightmap textures per levelDarkSeraph wrote:...but it's better than creating the same texture 50 different times because it has a different lightmap applied to it

I agree with you Lioric, it makes no sense, but that's just what I got out of what I read.jacmoe wrote:Here it is: OpenBSP Scene Manager![]()
You have to get hold of that Keith guy, though. He holds the code.


Simple, read LLorics post above. He describes those disadvantages already.DarkSeraph wrote: I do have to wonder what limitations qsilver ran into with the Q3 BSP that made him abandon the original project.
And no modern game is using BSP as-is the old .bsp format. That doesn't mean they don't use Binary Space Partitioning at all, but in a different way. for example, for collision, very rough culling, detecting which lights influence a certain spot, ... for the level, not the geometryLioric wrote:BSP is too old technology for todays GPUS, its that old that now its not a speedup or some good geometry optimization, but a bottleneck in the graphics pipeline
For example, now you can throw a general Q3 lelvel geometry in the engine and render it without using BSP algorithm and still get playable fps
BSP was made when software renderers or primitive hardware acceleration existed, so an extra poly face, made a difference in the fps
But now the gpus are hungry for polygons, a batch beasts like Sinbad said (if i remember well).
What can affect the geometry performance are the render state changes, and the screen pixel resolution for the fragments
Its still good for collision detection or level lights optimization, but in this case a low resolution bsp version in better
There are much efficient culling algorithms now, even convex/portal kd-trees can easily beat bsps, and the memory use is good
Lioric

My thoughts exactly!:wumpus: wrote:That doesn't mean they don't use Binary Space Partitioning at all, but in a different way. for example, for collision, very rough culling, detecting which lights influence a certain spot, ... for the level, not the geometry

What the author is saying is about materials, not about textures, textures are not added or modified in any way, he still uses multi-tex to add the light stage/passDarkSeraph wrote:jacmoe wrote:...it makes no sense, but that's just what I got out of what I read.



