PVS: Difference between revisions
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This acronym is somewhat disputed. It may stand for | This acronym is somewhat disputed. It may stand for '''Potential Visibility Set''', '''Potentially Visible Set''', '''Potentially Viewable Set''' or something similar. | ||
The PVS | The PVS is the first line of defence over what geometry, entities and effects the game engine should render at any given point. Only objects within the current PVS - i.e. which are "potentially visible" - are considered for rendering, and it is [[cheap]] for the processor to decide whether or not this condition is being met. | ||
The PVS consists of a [[visleaf]] or (more commonly) a collection of visleaves, which are created during a map's compile by [[Vvis|VVIS]]. | |||
== See Also == | == See Also == |
Revision as of 03:10, 23 February 2008
This acronym is somewhat disputed. It may stand for Potential Visibility Set, Potentially Visible Set, Potentially Viewable Set or something similar.
The PVS is the first line of defence over what geometry, entities and effects the game engine should render at any given point. Only objects within the current PVS - i.e. which are "potentially visible" - are considered for rendering, and it is cheap for the processor to decide whether or not this condition is being met.
The PVS consists of a visleaf or (more commonly) a collection of visleaves, which are created during a map's compile by VVIS.