Mat wireframe: Difference between revisions

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(Inserted color codes for sprites and decals.)
(corrections and additions. mat_wireframe 3 does not render visleaves. It renders what's in the leaves.)
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[[Image:Mat_wireframe1.jpg|thumb|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.]]
[[Image:Mat_wireframe1.jpg|thumb|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 that (when active) renders a wireframe that shows how much of the game world is being rendered, and how.
A [[Developer Console|console]] variable that (when active) renders the frame in [http://en.wikipedia.org/wiki/Wire-frame_model wire-frame mode] that shows how much of the game world is being rendered, and how.


It has four settings (0-3).
It has four settings (0-3).


 
;mat_wireframe 0 : Off. Do not display any wireframes.
;mat_wireframe 0: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 1:Outlines all rendered [[world brush]] polygons (in pink). (This setting outlines hidden polygons as well.)
;mat_wireframe 2 : Shows a simplified view of triangulated [[world brush]] polygons in green, using a [http://en.wikipedia.org/wiki/Hidden_line_removal 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 2:Outlines all visible [[world brush]] polygons (in green).
;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:Outlines all rendered [[visleafs]] (in pink).
 


No matter what active mode, the non-world brushes always use the following wireframe color codes:
No matter what active mode, the non-world brushes always use the following wireframe color codes:
*Models - Cyan
* Models - Cyan
*Sprites - Green
* Sprites - Green
*Decals - Yellow
* Displacements - Green
 
* Decals and Overlays - Yellow


This variable is a [[sv_cheats|cheat]].
This variable is a [[sv_cheats|cheat]].


== See also ==
== See also ==

Revision as of 14:08, 17 February 2011

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 that (when active) renders the frame in wire-frame mode that shows how much of the game world is being rendered, and how.

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 brushes always use the following wireframe color codes:

  • Models - Cyan
  • Sprites - Green
  • Displacements - Green
  • Decals and Overlays - Yellow

This variable is a cheat.

See also