Null Texture Use.

AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
<div class="IPBDescription">What's best?</div> Currently as I understand it, planes that are textured with the null texture do not get their polygons rendered, which is good. So how is this texture best used?

Currently I am applying it to faces that are impossible to see, i.e. two faces of two objects that are touching each other and faces that are on the outside of the map.

Please tell me if what I think their function is, is in fact correct, and how are they best used. Thanks in advance.

Comments

  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    Brush faces that are NULL textured aren't stored in the BSP at all, so they won't be rendered.

    It's correct to use them on faces that are impossible to see, but it's redundant to use them on the ouside of a map because those faces are already removed by the compile process <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. If you have any entities with faces that are against worldspan objects (like doors in doorframes), texture hidden edges with NULL. If there are faces that the player will never see (back side of a pipe that's in the corner of a room, for instance), texture that in NULL
  • AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
    Alright cool thanks.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I managed to ditch about a minute of compile time by doing this on one of the maps i'm working on. It's a lot of work (especially if you're not doing it from the start) but is well worth it in saved compile time/r_speeds.
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