   BSP Tree
  Hi all,I''m implementing a BSP Tree generator based on a 3DS Max File.I have one problem in the spliting poligons process, I really need your help.Look at this simple image:http://www.geocities.com/jmartin_garcia/index.htmlThat red triangle is the inside face of the floor of a cube ( I''m testing the BSP tree generator with a simple cube with the normals pointing inside) and I divided it with the Z=0 plane (Green lines), obtaining two intersection points. When I try to generate new triangles ( only two ) I have to maintain a clock-wise direction because this is the inside face of the floor triangle and the user only have to see the other side so the other side will be counterclock-wise direction. For that reason my new triangle will be formed with this vertices in this order:V0 V1 V2C -> Intersection Point 1 -> Intersection Point 2And all is fine here, BUT the problem occurs when I have the same triangle but not in the floor, now in the top face. In the top face the inside triangle must be formed in clock-wise direction so the outside face (counterclock-wise direction) will be visible, but if I follow the same described procedure, I obtaining a flipped triangle. Regards,J.Martin 