Zh/Func viscluster: Difference between revisions
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{{lang|Func viscluster}} | {{lang|Func viscluster}} | ||
{{ | {{brush ent:zh-cn|func_viscluster|since=Half-Life 2: Episode Two|internal=true}}它允许您手动告诉 [[VVIS]] 其体积内的 [[visleafs]] 都可以相互看到,应视为一个。This is useful in large open areas where visibility calculations would otherwise take a very, ''very'' long time to complete. Poor use may be [[expensive]] for in-game performance. It should be textured with <code>tools\toolstrigger</code>. | ||
这在大型开放区域很有用,否则这些区域的可见性计算将需要''非常''长时间才能完成。使用不当可能会对游戏性能造成[[expensive|昂贵]]的操作,损失性能。它应该使用<code>tools\toolstrigger</code>进行纹理化。 | 这在大型开放区域很有用,否则这些区域的可见性计算将需要''非常''长时间才能完成。使用不当可能会对游戏性能造成[[expensive|昂贵]]的操作,损失性能。它应该使用<code>tools\toolstrigger</code>进行纹理化。 | ||
Revision as of 06:33, 27 August 2021
Template:Brush ent:zh-cn它允许您手动告诉 VVIS 其体积内的 visleafs 都可以相互看到,应视为一个。This is useful in large open areas where visibility calculations would otherwise take a very, very long time to complete. Poor use may be expensive for in-game performance. It should be textured with tools\toolstrigger
.
这在大型开放区域很有用,否则这些区域的可见性计算将需要非常长时间才能完成。使用不当可能会对游戏性能造成昂贵的操作,损失性能。它应该使用tools\toolstrigger
进行纹理化。