Hi. I have coded myself a OpenGL BSP viewer for an old game format. It is very similar to the Quake 3 file format. Because my interest is developing graphics engines, I want to be developing while looking at using current technology. So I turn to you, the experts on the subject for direction of what to focus on. I would like this to be as fast as possible and considering the old file formats are very simple and have few polygons, I think it should be doable. Here are my questions:
1. Lighting
a. Does it make sense for me to learn vertex lighting or should I just implement per pixel lighting instead?
b .I know OpenGL has an 8 light limit. Should I realistically only use one of those for ambient light and the rest computer through shaders? If not, what should I do?
2. Sorting/Culling
a. What is the fastest most common used algorithm for sorting surfaces to render. Complexity is not really an issue. I want to learn what is currently being used and ways to really only render the things I can see. I have seen a number of algorithms described like the painter's algorithm and am wondering what makes the most sense for BSP based geometry.
b. If I have textures with alpha masks, I was told that sorting has some sort of involvement with this process. How do I allow them to render correctly in 3d space?
3. Graphics Pipeline
a. Should I be sending my geometry data via VBOs? Is this the standard used today?
b. If I have a number of "regions", possibly 200-300, should I find a better way to send them to the GPU without sending 200-300 chunks. Should I combine them into one and keep a reference associated with each.
Any other tips for BSP based rendering and things of that nature?
Also, if I said something that was incorrect, please correct me. I'm that person who would rather be corrected and slightly embarrassed than ignorant and unaware.
Thank you for your time. I really do appreciate it.
1. Lighting
a. Does it make sense for me to learn vertex lighting or should I just implement per pixel lighting instead?
b .I know OpenGL has an 8 light limit. Should I realistically only use one of those for ambient light and the rest computer through shaders? If not, what should I do?
2. Sorting/Culling
a. What is the fastest most common used algorithm for sorting surfaces to render. Complexity is not really an issue. I want to learn what is currently being used and ways to really only render the things I can see. I have seen a number of algorithms described like the painter's algorithm and am wondering what makes the most sense for BSP based geometry.
b. If I have textures with alpha masks, I was told that sorting has some sort of involvement with this process. How do I allow them to render correctly in 3d space?
3. Graphics Pipeline
a. Should I be sending my geometry data via VBOs? Is this the standard used today?
b. If I have a number of "regions", possibly 200-300, should I find a better way to send them to the GPU without sending 200-300 chunks. Should I combine them into one and keep a reference associated with each.
Any other tips for BSP based rendering and things of that nature?
Also, if I said something that was incorrect, please correct me. I'm that person who would rather be corrected and slightly embarrassed than ignorant and unaware.
Thank you for your time. I really do appreciate it.