Entities redered behind walls
Pithlit
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?
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
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" />
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.
I never heard of drawoder, what does it do?
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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.
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" />)