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Tweak proposal: r_showPortals colours


SteveL

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the player's view doesn't touch it, so it's not drawn

 

 

Huh, I didn't realize that. I thought if a leaf were open everything in it was drawn. Does this apply to worldspawn too?

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Sounds good to me. Nice work.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Huh, I didn't realize that. I thought if a leaf were open everything in it was drawn. Does this apply to worldspawn too?

 

Not really. When DMAP converts worldspawn into visible models, all the worldspawn in one visleaf becomes a single model, so if any part of it is visible, the gpu will be told to draw it all.

 

The GPU does know which bits of a model can be seen through the portal(s), so it can in theory disregard tris and parts of tris before doing the expensive step (colouring them in by lights). I'm not sure whether our old shader programs are taking advantage of that or not. They definitely discard those unseen parts before they get written to the screen, but I should put it on the to-do list to make sure that they don't get their lighting calculated before being discarded.*

 

* To say the same thing in OpenGL speak: we do use a scissor test to discard parts of models that fall outside the view, but I'm not sure whether our old ARB shaders allow the GPU to use a early scissor test -- before shading -- or not. The answer might differ between GPUs, and it's almost certainly not documented anywhere by the manufacturers. We'll be able to make sure of it when we switch to GLSL shaders for drawing our light interactions.

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