ThomasAG

I have a rather simple scene with quads which need to be sorted back to front. They may intersect.

Ordinarily when generating a bsp tree one will often have to split polygons into two - the part above and the part below the cutting plane. I would rather not have to do that.

Since my scene is not overly complex I thought about a simple solution. When splitting the scene with a cutting plane and finding a quad which is on both sides of the plane, I consider the entire quad to be both over and under the plane.

This means that when rendering the scene, I will render the same quad twice, and it will mess things up, but... what If I always define a clipping plane when rendering the geometry, so that when renderingthe under side I define a plane which will ignore any pixels from geometry over the plane and vice versa This means that I still draw the quad two times, but half its pixels will be ignored each time.

Hm.. writing it down I see that I will not have one plane, but rather one for every level in the tree and when rendering geometry 4 levels down, there will be four planes clipping the geometry.

Is my solution a bad oneand should I simple cut my geometry into a more complex shape when beingcut by a plane My solution does seem to be the easier one, but perhaps I have overlooked something

note: my scene may be simple, but it is far from static. Things willbe moving arround all the time and that will mean that I would constantly have to splitand merge the quads.