DigitalPenguin

Im working on a small 3D game to further learn xna. I've worked with quake3 bsp format and such before and have written an octtree based terrain in the past. What I want to know is if the x format is suitable for large scale static geometry, e.g. what limitations such as polycount, texture/shader count etc are there Would it be very difficult to break the model up into chunks suitable for culling etc. Any commens I would really appreciate.



Re: XNA Framework x format for world geometry...

CodePfo

Generally a BSP model is going to be comprised of several textures. So if you convert it to a .x model, it will have multiple sub meshes. These individual parts could be culled before rendering if they are not visible. Honestly though, I think the best way would be for you to create a custom BSP object complete with importer and processor to arrange geometry and control rendering.




Re: XNA Framework x format for world geometry...

DigitalPenguin

Any recommendations for code samples I can check out to get some ideas I never wrote a bsp compiler, just a loader/renderer for quake3 bsp maps. I've heard that bsp algo's are really complicated. Also, has anyone successfully written an engine that can draw large scale worlds using occlusion culling as the base