There is a BSPBuilder class, which you can use instead of PreFab. However,
it can take a long time to build which makes it unfavourable for runtime use
(which is why it's largely undocumented, but check the class and you should
be able to quickly figure it out). It's easier to be able to precalculate it
and store it in a file, and PreFab makes that easier with the generated AWD
file.

Some technical reasoning behind some of the behaviour:

   - You need to add children to the tree, not to the scene. The reason for
   this is that the tree has its own renderer with its own sorting algorithm.
   Anything that's not a child of the tree is usually just rendered behind any
   content from the tree. Consider the tree as your entire world (kind of like
   a scene within a scene) in which you add anything that exists within it.
   - For dynamically added children to be added to the tree, you need to
   place them somewhere at least partly inside the geometry of the tree.
   Anything that's "inside" the walls (called solid space) is treated as
   non-existent and won't even be rendered. That might be very well why you're
   not seeing your model.
   - Before (!) you add it to the tree, you need to be sure *mesh.collider *is
   set to* false *(should be the default value, so you're probably okay). If
   you need to have it as a collider, set it to true, but again *before *you
   add it to the tree. It's a small quirk that I still need to fix whenever I
   find the time :-)


Cheers,
David

On Fri, May 7, 2010 at 10:33 AM, Makc <[email protected]> wrote:

> On Fri, May 7, 2010 at 10:57 AM, Fabrice3D <[email protected]> wrote:
> > So best way to practice is use Prefab in steps.
> >
>
> is it even possible to use bsp without prefab :) and is there a
> tutorial or something
>



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