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Visibility/culling debug command


Brendon Chung

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I'm not sure if I'm misremembering it, but is there a console command to "pause" the engine update of visibility/culling?

With the primary purpose of letting you noclip around and see exactly what is being rendered/not rendered when the player is at a given location. I could've sworn I've used this command before, but I just spent the last hour trying to find it to no avail, so maybe I imagined it!

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Don't know of such cmd but if it exists I would love to know it has well!  

But browsing the engine cvars I see this one, r_lockSurfaces it says "allow moving the view point without changing the composition of the scene, including culling" sounds very similar to what you want but I tested the cmd on my end and it just caused a black screen. 

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in my case g_stopTime totally froze the game including the player and the game window, making me unable to interact with the game, so I don't think is very useful in this case.

r_lockSurfaces was broken in all idtech 4 engines versions I tested, I didn't tested the BFG version of the engine tho. Is a petty that such a convenient debug tool was released broken.

Btw doesn't r_showTris 2 could be useful here? This option seem to take portals clip into account and only show triangles that are visible through portals, if there's no portals it shows the triangles of everything, including of those behind solid objects, so I think this does tell us " what is being rendered/not rendered when the player is at a given location", i'm I wrong?

Edited by HMart
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Ok, thanks all! I think I just totally misremembered this feature being in the doom3 engine, my mistake : )

@HMart - yup, r_showTris 2 is what I've been using for verifying visibility stuff. It works well, but becomes a little difficult to visually parse when the level reaches a certain complexity, so I was looking around for possible alternatives.

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  • 6 months later...

I have almost fixed it

The only remaining problem is mysterious scissoring, even though I set it up with

r_skipFogLights 1 ; r_skipSubviews 1 ; g_stopTime 1 ; com_smp 0 ; r_usescissor 0 ; r_useDepthBoundsTest 0

If anyone is interested, please take a look at what might be causing it

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