Question about portal depth with noclip
Quote from Doomaflatchi on July 23, 2014, 6:13 pmWhen using "noclip", I've noticed that the game treats r_portal_stencil_depth as 1 if it's greater than one - that is, it only draws portals one layer deep, and will stop drawing portals seen through other portals. Does anyone know why this happens? Is there any way to turn this off so that it draws portals normally?
Thanks very much for any information.
When using "noclip", I've noticed that the game treats r_portal_stencil_depth as 1 if it's greater than one - that is, it only draws portals one layer deep, and will stop drawing portals seen through other portals. Does anyone know why this happens? Is there any way to turn this off so that it draws portals normally?
Thanks very much for any information.
Quote from FelixGriffin on July 23, 2014, 11:15 pmIt makes rendering faster, and also helps with the five-portal problem (mappers can place world portals strategically so that only four are visible during gameplay, but the player can still see them by noclipping). Why do you need more depth when noclipping?
It makes rendering faster, and also helps with the five-portal problem (mappers can place world portals strategically so that only four are visible during gameplay, but the player can still see them by noclipping). Why do you need more depth when noclipping?
Quote from Doomaflatchi on July 23, 2014, 11:37 pmFelixGriffin wrote:Why do you need more depth when noclipping?Because I'm actually considering using noclip as the default form of player movement for my level, since Source seems so resistant to anything resembling flight controls (the entire level is bound with linked_portal_doors, so they can't escape, and my puzzle really isn't collision-based). But for that to work, I need it to draw more than one portal deep.
Because I'm actually considering using noclip as the default form of player movement for my level, since Source seems so resistant to anything resembling flight controls (the entire level is bound with linked_portal_doors, so they can't escape, and my puzzle really isn't collision-based). But for that to work, I need it to draw more than one portal deep.