PVS

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(Created page with "Potentially Viewable Set - a technique for culling used on server and client to exclude entities that are not seen from a position of a player. PVS is using precomputated vis...")
 
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Potentially Viewable Set - a technique for culling used on server and client to exclude entities that are not seen from a position of a player.
 
Potentially Viewable Set - a technique for culling used on server and client to exclude entities that are not seen from a position of a player.
  
PVS is using precomputated visibility data that is calculated at the VIS stage of map compilation.
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PVS is using precomputated visibility data that is calculated at the VIS stage of [[map compilation]].
  
 
== Console variables ==
 
== Console variables ==
 +
{{cvar|r_lockpvs|disables PVS switching so you can walk around and inspect what is visible from locked position (anything not in PVS will not be drawn).}}
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{{cvar|sv_cullentities_pvs|Enables PVS culling for entities.}}
  
r_lockpvs : disables PVS switching so you can walk around and inspect what is visible from locked position (anything not in PVS will not be drawn).
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==See also==
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* [[VIS]]
  
 
[[Category:Glossary]]
 
[[Category:Glossary]]
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{{finished}}

Latest revision as of 09:05, 3 September 2012

Potentially Viewable Set - a technique for culling used on server and client to exclude entities that are not seen from a position of a player.

PVS is using precomputated visibility data that is calculated at the VIS stage of map compilation.

[edit] Console variables

 r_lockpvs : disables PVS switching so you can walk around and inspect what is visible from locked position (anything not in PVS will not be drawn).
 sv_cullentities_pvs : Enables PVS culling for entities.

[edit] See also

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