Func lod: Difference between revisions
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Note:The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.
(Overhead - Tested This Myself.) |
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{{Note|The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.}} | {{Note|The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.}} | ||
{{Note 2|The overhead required by this entity is substantial. Use it only for special effects or when fading very dense geometery, and one could then argue, shouldn't that better be a model?}} | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 02:00, 28 September 2006
Entity Description
Brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons.

Keyvalues
- <integer> Distance at which these brushes should fade out.
- Solid
- <choices> Set whether or not these brushes should collide with other entities.
Literal Value Description 0 Solid 1 Nonsolid