glBSP is a node builder for OpenGL ports, developed by Andrew Apted with collaboration from Jānis Legzdiņš, derived from BSP. It is available under the GNU GPL v2.

There are both command-line (glbsp) and windowed (glBSPX) versions of the program in the package. glBSP can either insert the GL nodes in the map WAD, or create an external .GWA file. The node builder supports GL nodes v1, v2, v3, and v5; but not v4 which is exclusive to DeePBSP. GL nodes v1, v3 and v4 are officially deprecated formats.

The default behavior is to create v2 nodes, or v5 nodes instead if certain limits are reached by the map. It will also create ZDBSP compressed nodes instead of regular nodes in such cases where limits are reached.

Although the GL node specifications support a GL_PVS lump for potentially visible set information, this is considered optional and glBSP will not create such data. Another tool, glVIS, should therefore be used in complement to glBSP if building such information is desired.

glBSP's development has halted (with the last version released being 2.24), and has been wholly superseded by Andrew Apted's own AJBSP.


An updated version of glBSP called edgeBSP, or just eBSP, which sits at v2.28 (internally referenced by 3DGE as glBSP), is available in the EDGE github repo. Among changes pulled from unreleased versions of glBSP itself, it chiefly has support for node-building of WADS that sit inside of archives. The team plans on releasing a stand-alone package that will also officially supersede glBSP (but unlike ajbsp, it is directly based on the core glBSP code) - therefore it is considered the canonical continuation of glBSP itself

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