Entities redered behind walls

PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
<div class="IPBDescription">increasing r_speeds</div>Well guys i have a small oddity that increases r_speeds in quite a few areas of my map.
As you know lower r_speeds are better than higher so i want to get rid of this.
Heres the Problem:

Some grouped entities (multiple brushes in one brush based entity) are redered even if not in the same visleaf, sometimes even half the map away.
They can even be directly behind a wall and are still displayed (and counting to r_speeds).
This seems to happen to func_illusionary and func_wall mostly.

It is one of my guesses that the fps drops some people experience in my map are related to this occuring.
Any idea what causes this unusual rendering behavior and how to avoid it?

Comments

  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    If my memory is correct, anything grouped together will be rendered as one object. If the engine has a reason to render one part of that group, the whole group will then be rendered, regardless of where it is. Makes it harder to group I know <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • KalessinKalessin Join Date: 2003-06-20 Member: 17554Members, Constellation
    edited August 2006
    My only suggestion would be to delete the entities and recreate them as single entities rather than grouped entities. If that works then try regrouping them and see if they are still rendered in places where they shouldn't.

    edit: im assuming you're using the draworder command, any chance of you reminding me how to enable this? Its increadibly useful and I forgot how to enable it <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    I never heard of drawoder, what does it do?

    And heres an image of one of the more ridiculous parts:
    <img src="http://home.arcor.de/kingurmel/uncool.JPG" border="0" alt="IPB Image" />

    123 polys when looking directly at a wall.
    In some areas its even worse.
  • KalessinKalessin Join Date: 2003-06-20 Member: 17554Members, Constellation
    <!--quoteo(post=1565088:date=Aug 6 2006, 08:40 PM:name=Pithlit)--><div class='quotetop'>QUOTE(Pithlit @ Aug 6 2006, 08:40 PM) [snapback]1565088[/snapback]</div><div class='quotemain'><!--quotec-->
    I never heard of drawoder, what does it do?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    It does exactly what you're showing in the screenshot. I guess I have mistaken it with something else though, what command are you using?

    Anyway, it doesnt look like its that much of a problem. I have run around your map with r_speeds on and the r_speeds are fine, so my guess is that the fps lag is coming from something else. Yes it is annoying that those entities are rendered where they shouldn't, but the extra polys that they contribute are not sending your r_speeds over the limit.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    the command you mean is gl_wireframe
    0 disables this
    1 sets it so that you see the csg cuts in your view
    2 sets it so that you see it even through walls
    3 is the same as 1 i think

    I know that it doesn´t send them over the limit but lower is always better so i want to get rid of the problem.
    I´ll try that idea to break up the groups and make them all single entities (although i will probably have about 500 entities in the map then at least <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Try to group them into logical locations then. It's a balancing act to keep them localized to keep r_speeds down, but not have too many in the map to kill the server.
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