R_speeds
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The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
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Also, just to make something clear, faces are not split up based on each texture tile or repetition. They are split every 240 pixels, regardless of the size or shape of the texture applied. It is only the area which this 240x240 region will cover that can be adjusted by scaling the texture.
No, but he asked about aaatrigger too.
The engine doesn't care what a texture consists of, it only goes by the size. So BLACK and AAATRIGGER are treated just like any other 16x16 texture. Though with AAATRIGGER it's usually used with invisible entities, so the engine doesn't render it anyways... I'm not sure why you'd want to use it visibly <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|Yamazaki|April 04 2002,11:17-->
Relic Hmm i've never heard that before, so your saying no matter how much i scale up or down a texture i'll still get the same r_speeds if the face stays the same size?
Yama i was thinking like you cover a func_door or any other entity that isn't invisible by defult with aaa (or any other texture for that matter) then make it invisible through render mode. would it add to the r_speeds?
(hope you understand what i'm getting at)
and another question
does a block coated with the {blue texture then made into an entity, then made invisible via rendermode solid 255, add to r_speeds?
No! Just the opposite. I'm saying that scale is the <b>only</b> thing that <i>will</i> change the number of times that a face is split due to texturing.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->does a block coated with the {blue texture then made into an entity, then made invisible via rendermode solid 255, add to r_speeds?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Yes. You will still be able to see this block if you switch to software rendering and type r_drawflat 1 in the console. This is actually a very good way to see how things are slit up into w-polys. Gl_wireframe 1 and gl_wireframe 2 can be useful too, but r_drawflat will make it VERY obvious.
and does the shift affect anything, like where it starts measuring the 240x240 pixels from? <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
Yes.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->and does the shift affect anything, like where it starts measuring the 240x240 pixels from? <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I don't think so. These divisions are made either based on the world origin or maybe the face origin. There is really no way to control this directly.