Talk:$nocull

From Valve Developer Community
Jump to: navigation, search

so basically this command is for those people only, who fail at handling normals on models? :P --Jike 02:32, 26 January 2011 (UTC)

so you would make grass with 4 triangles instead of just 2? --Pfannkuchen 14:15, 26 January 2011 (UTC)

Who said this was just for models. --DanielHands008 11:42, 26 January 2011 (UTC)

That a pretty dumb comment Jike. $nocull has plenty of uses. One of it's uses applies to surfaces that need to share the same face, or where an extra face would be a waste of polygons for both brush and model wise performance. It can also be used for foliage, and glass.--MrFourVideoCards 03:52, 27 January 2011 (UTC)
Don't forget sprites!--1/4 Life 12:04, 27 January 2011 (UTC)
Not to mention the occasional effect; I used it for an excursion funnel a while back. --Omnicoder 12:50, 27 January 2011 (UTC)
That's really cool! Fairly impressive considering you did it without any additional programming.--1/4 Life 06:03, 28 January 2011 (UTC)
Excuse me Master Gear for the dumbness I have brought onto this page. I clearly yet have much to learn.

Then please explain to me, why use this command, if you can just apply the material onto the correct side of a face, if it simply is reversed. Excuse me for my "lack of knowledge"... :( --Jike 08:29, 24 February 2011 (UTC)

As explained above, for sprites. Transparent brushes you also save performance/filesize by being able to nodraw one or multiple faces instead of duplicating the texture needlessly. It also has applications on models. You can check valve games to see where they used it. Endless uses, really. --Sirhephaestus (talk) 14:57, 21 February 2024 (PST)