Mat wireframe: Difference between revisions
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(corrections and additions. mat_wireframe 3 does not render visleaves. It renders what's in the leaves.) |
Thunder4ik (talk | contribs) m (→top: Unicodifying, replaced: [[Image: → [[File:) |
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[[ | {{lang}}{{this is a|console variable|name=mat_wireframe}} | ||
[[File:Mat_wireframe1.jpg|thumb|250px|Mat_wireframe set to 1. Note the tree is being drawn by the engine even though it is behind the wall. This is an example of [[visibility]] issues.]] | |||
A [[Developer Console|console]] variable | A [[Developer Console|console]] variable for toggling a [http://en.wikipedia.org/wiki/Wire-frame_model wire-frame mode] that shows how much of the game world is being rendered. | ||
It has four settings (0-3). | It has four settings (0-3). | ||
Line 10: | Line 11: | ||
;mat_wireframe 3 : Same as <code>mat_wireframe 1</code>, but does not display triangulation of brush geometry. The [[world brush]] polygons are rendered in pink. | ;mat_wireframe 3 : Same as <code>mat_wireframe 1</code>, but does not display triangulation of brush geometry. The [[world brush]] polygons are rendered in pink. | ||
No matter what active mode, the non-world | No matter what active mode, the non-world objects always use the following wireframe color codes: | ||
* Models - Cyan | * Models - Cyan | ||
* Sprites - Green | * Sprites - Green | ||
Line 21: | Line 22: | ||
* [[Optimization (level design)]] | * [[Optimization (level design)]] | ||
* [[ | * [[Visibility optimization]] | ||
* [[ | * [[Areaportal]] | ||
Latest revision as of 11:12, 8 January 2024


mat_wireframe
is a console variable available in all Source games.

Mat_wireframe set to 1. Note the tree is being drawn by the engine even though it is behind the wall. This is an example of visibility issues.
A console variable for toggling a wire-frame mode that shows how much of the game world is being rendered.
It has four settings (0-3).
- mat_wireframe 0
- Off. Do not display any wireframes.
- mat_wireframe 1
- Displays all triangles the engine is rendering. The world brush polygons are rendered in pink.
- mat_wireframe 2
- Shows a simplified view of triangulated world brush polygons in green, using a hidden-line style rendering. Should not be used for visibility optimization since it does not accurately represent the full vis set, but can be useful for a less-cluttered display of nearby geometry in view.
- mat_wireframe 3
- Same as
mat_wireframe 1
, but does not display triangulation of brush geometry. The world brush polygons are rendered in pink.
No matter what active mode, the non-world objects always use the following wireframe color codes:
- Models - Cyan
- Sprites - Green
- Displacements - Green
- Decals and Overlays - Yellow
This variable is a cheat.