Func detail: Difference between revisions

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m (→‎See also: Specified the link.)
(→‎See also: Added another link. How many optimization tuts are there in this wiki??)
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* [[Controlling_Geometry_Visibility_and_Compile_Times#Detail_brushes|Controlling Geometry Visibility and Compile Times - Detail brushes]]
* [[Controlling_Geometry_Visibility_and_Compile_Times#Detail_brushes|Controlling Geometry Visibility and Compile Times - Detail brushes]]
* [[BSP Map Optimization#Detail Brushes|BSP Map Optimization - Detail Brushes]]
* [[BSP Map Optimization#Detail Brushes|BSP Map Optimization - Detail Brushes]]
* [[Optimization %28Geometry%29#Detail brushes|Optimization (Geometry) - Detail brushes]]


[[Category:Entities]][[Category:Brush Entities]]
[[Category:Entities]][[Category:Brush Entities]]

Revision as of 13:50, 7 March 2006

Template:Wrongtitle

Entity Description

A brush entity that does not retain any actual entity data after a compile, making it similar to a world brush. It is solid (unless materials specify otherwise) and blocks light just like a normal world brush. However, unlike a world brush, a func_detail does not block visibility. Therefore it does not contribute to visibility calculations and does not divide the BSP tree. Thus, they are ideal for optimizing "visual detail" brushes that do not significantly block the player's line-of-sight (like debris, fences, or even small buildings) and complicated brushwork (like stairs, columns and angled brushes).

For an example of how func_detail geometry can be used to reduce face splits, see the example file Steam\SteamApps\username\sourcesdk_content\hl2\mapsrc\sdk_func_detail.vmf.

Keyvalues

See also