From: SillyWriter Date: Fri, 13 Aug 2010 17:29:00 +0000 (+0000) Subject: Minor edits for clarity X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=9a521bf0bd672b6f4f91ee6148bb2366caffd808;p=xonotic%2Fxonotic.wiki.git Minor edits for clarity (Commit created by redmine exporter script from page "Hinting" version 3) --- diff --git a/Hinting.textile b/Hinting.textile index 1de3185..68f3278 100644 --- a/Hinting.textile +++ b/Hinting.textile @@ -1,16 +1,16 @@ h1. Hinting -By default, the map is broken into 1024x1204x1024 cubes, called "leafs". These leafs are then only rendered if the user can see them. Using hint brushes allows you to break the map up into leafs of your own creation. +By default, the map is broken into 1024x1204x1024 cubes, called "leaves". These leaves are then only rendered if the user can see them directly. Using hint brushes allows you to break the map up into leafs of your own creation in addition to the ones the compiler generates. Take the following image for example: !http://developer.valvesoftware.com/w/images/c/c8/Hint_example1.jpg! -This is a map shown from the top down. As you can see, there are three sections to this map: the left room, the right room, and the top hallway. Now, let's say the player is in the left room. They can't see into the right room, but they can partially see into the hallway. However, since there is no hint brushes, the whole map is rendered for the player. This means an FPS drop. +This is a map view shown from the top down. As you can see, there are three sections to this map: the left room, the right room, and the top hallway. Now, let's say the player is in the left room. The player can't see into the right room, but can partially see into the hallway. However, since there are no hint brushes and the rooms are not completely separated by structure brushes, the whole area is rendered for the player because the hall and right room are in the same "leaf." This means an FPS drop due to the unneeded drawing. -So let's use hint brushes. Create two rectangular brushes to the entrances of both rooms and set their textures to common/hint. Make sure that the side which says "HINT SKIP" on it is facing into the corridor. +To fix this, let's use a hint brush. Create a rectangular brush perpendicular to the wall, across the entrances of both rooms and set the texture facing the rooms to common/hint. Make sure that the side facing the corridor has the HINT SKIP texture. !http://developer.valvesoftware.com/w/images/7/70/Hint_example3.jpg! -Now we've put a hint brush across the entrances to the two rooms, shown here by a white line. Now, a player standing in the left room looking at the hallway will only render those two rooms, meaning that the fps will be higher, particularly if there is a lot of prisms in the two rooms. +Now we've put a hint brush across the entrances to the two rooms, shown here by a white line. Now, a player standing in the left room looking at the hallway will only render those two rooms, meaning that the fps will be higher, particularly if there is a lot of polygons in the two rooms.