K. Mike Bradley wrote:

I have had an issue with vis for 2 years now. It doesn't work very
efficient.

Maybe, but it would be difficult to programmatically do much better.


It has nothing to do with hint brushes or how BSP carves up the vis leafs.

Sure it does. That's what hint brushes are for, to allow the level designer to give hints to the compile tools about how the world should be carved up.

Do you understand HOW the PVS of nodes are built?  If ANY point in one
node can see ANY point in another node then ALL points in the first node
are considered visible from ALL points in the second node.  That's just
the way the visibility algorithm works.

See Michael Abrash's chapter on "Quake's Visible-Surface Determination"
(chapter 64) to understand why this works the way it does...

http://public.planetmirror.com/pub/gpbb/

--
Jeffrey "botman" Broome

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