VIS

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VIS stands for visibility. Its a name of map compilation phase, and data created during this phase and used for visibility checking. Vis can be estimated as a group of areas called portals with each portal having a link to all other postals visible from it. If entity standing in a portal that is visible from a portal of current eye position, it will get drawn.

Building the VIS

Vis portals is crated during BSP stage, links are established during VIS stage.

Structural brushes will define a shape for portals to fill. It is sometimes called 'breaking VIS' because by nature it is breaking space for visible and not visible zones. All entities (including bmodels]) are meant to be changed/removed at any time, so they are always excluded from portals creation. The only entity that breaks VIS is func_group.

Leak

Stub!

Optimizing VIS

It is important that portal tree should be balanced. It should be detailed enough to make accurate culling, and it should be small enough to have less RAM overhead and small processing time (VIS helps us to save some processing time, we should not allow it to take that time for its own processing). Optimizing portals is one of task map designed should care of.

Things map designer can do to optimize VIS portals:

  • Mark small brushes that should not break VIS as detail (Detail brushes are opposed to Structural)
  • Place hint brushes that will make additional portals for more accurate culling

Tutorials

See also

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