Visleaf

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Revision as of 14:35, 31 January 2011 by MossyBucket (talk | contribs) (Described how to examine visleaves better.)
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A sample scene with two rooms.
The default visleaf structure for the above scene. Note how leaf 2 cannot see leaf 3.

Each visleaf (sometimes referred to simply as a leaf) is a hollow volume in a map which defines a 'cluster' of visible surfaces. Every visible surface of a map is part of one visleaf or another. Visleafs are used primarily by the Rendering Engine to determine (before rendering each frame) which areas of the map might need to be rendered on screen. When any part of a visleaf is potentially visible from any part of the current visleaf, the entire contents of that visleaf are considered for rendering.

Visleafs are generated automatically from the BSP tree by the VVIS compile tool. Each (internal) surface of a visleaf is either a World brush surface or a Portal to an adjacent visleaf.


Examination

You can examine visleaves in the following ways:

See also

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