Func occluder: Difference between revisions
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==Debugging== | ==Debugging== | ||
<code>r_drawpixelvisibility</code> | <code>r_drawpixelvisibility</code> | ||
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<code>r_occlusion</code> | <code>r_occlusion</code> | ||
:Activate/deactivate the occlusion system. | :Activate/deactivate the occlusion system. | ||
<code>r_visocclusion</code> | <code>r_visocclusion</code> | ||
:Activate/deactivate wireframe rendering of what the occlusion system is doing. | :Activate/deactivate wireframe rendering of what the occlusion system is doing. |
Revision as of 06:40, 27 July 2005
An occluder hides all types of prop that are entirely covered by it in the player's view. They are used to control visbility in places where areaportals or brushes are unsuitable.
There are several important differences between occluders and areaportals:
- An occluder only hides props, not world geometery or static brushes
- An occluder does not split visleaves
- An occlder can be free standing and does not need to seperate two areas
To create an occluder, make a brush and cover it with the occluder or trigger materials on all faces you want to occlude. Use the skip or nodraw materials to specify faces that should not occlude. Note that skip works from all angles, not just the face it is applied to. Tie it to a func_occluder entity and compile.
Debugging
r_drawpixelvisibility
- Show the occlusion proxies
r_occludeemaxarea
- Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea
- Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occlusionspew
- Activate/deactivates spew about what the occlusion system is doing.
r_occludermincount
- At least this many occluders will be used, no matter how big they are.
r_occlusion
- Activate/deactivate the occlusion system.
r_visocclusion
- Activate/deactivate wireframe rendering of what the occlusion system is doing.