> None of these techniques is relevant anymore given that all the hardware has Z buffers
Not true if you consider transparent objects. Rendering with order-independent transparency is still a hot topic without a clearly winning solution on GPU.
Web browsers have lots of semi-transparent rectangles, which can be transformed under "preserve3d" context. This is a classic case of effective BSP that is actual. (background: implementing BSP in WebRender a few years ago).
Wasn't Michael Abrash harping on BSPs breaking down in the case of transparence and portais, in Zen of Graphics (the black book?)? Glad to see some found ways around it.
Not true if you consider transparent objects. Rendering with order-independent transparency is still a hot topic without a clearly winning solution on GPU.
Web browsers have lots of semi-transparent rectangles, which can be transformed under "preserve3d" context. This is a classic case of effective BSP that is actual. (background: implementing BSP in WebRender a few years ago).
https://github.com/servo/plane-split