Concave brushes are not allowed because of what Corvidae mentioned.
OpenGL and Direct3D, and the math routines used in software rendering
all fuss up with concave polygons. Sometime's they'll draw properly,
most times they wont. As you mentioned, it's a simple process to split
them up (tessellate mr. big-time lingo :) ) into triangles, since it
essentially renders (no pun intended) the same effect.

david

-----Original Message-----
From: Reedbeta [mailto:[EMAIL PROTECTED]] 
Sent: Wednesday, December 19, 2001 11:54 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Concave objects?

> > Why aren't concave brushes allowed, anyway?
> 
> Simply put, concave polygons are very difficult to deal with in the
> rendering pipeline. It's infinately more efficient to tesselate them
into
> triangles (which are always convex). While some engine might let you
have
> concave brushes, it would need to tesselate them when it came time to
> process/render them.
> 
> Plus, it's a basic assumption that allows the whole BSP approach to
work. =)

BSP does require the visible level space to be partitioned into convex
polyhedra (or "leaves" as they're called), but there's nothing
particularly bad
about having concave brushes.  After all, it's simple to split them into
multiple convex brushes during compile time.  I think the main problem
with
concave brushes is that they cannot be displayed in the map editor
without
great difficulty.  The polygons of a convex brush do not need to be
depth-sorted (although back faces need to be culled), whereas the
polygons of a
concave brush do.


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