Func occluder: Difference between revisions

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A [[brush entity]] that hides all types of prop that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visbility in places where [[func_areaportal]]s or [[brushes]] are unsuitable.
A [[brush entity]] that hides all types of prop that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visbility in places where [[func_areaportal]]s or [[brushes]] are unsuitable.
{{optim_brush}}


===Texturing===
===Texturing===

Revision as of 19:39, 10 May 2008

Template:Wrongtitle Template:Base brush

Entity Description

Occlusion at work. Green boxes represent occluded props, red boxes unoccluded ones. Click to enlarge.

A brush entity that hides all types of prop that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visbility in places where func_areaportals or brushes are unsuitable.

Texturing

This entity works according to how materials has been applied to it:

  • All sides covered with the occluder or trigger materials will occlude.
  • All sides covered with the skip or nodraw materials, will not occlude.
Note.pngNote:The skip material works from all angles, not just the face it is applied to.

Occuders and Areaportals

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 occluder can be free standing and does not need to separate two areas.

Debugging commands

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.

Keyvalues

<choices> Initial State
Literal Value Description
0 Inactive
1 Active

Inputs

Outputs