Is it better to have extra detail brushes and everything culled in game where one brush meets another? Or is it better to have fewer detail brushes and textures that continue behind other brushes?

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Is it better to have extra detail brushes and everything culled in game where one brush meets another? Or is it better to have fewer detail brushes and textures that continue behind other brushes?

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Or

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That depends on situtation.
In the first picture I think the q3map2 automatically does thing so that stairs is rendered in the game like that. The second picture the lover picture will cause light leaks so the upper wall is better.
The bit on the left is equivalent to your first ladder, the bit on the right is equivalent to your second ladder. As you can see, q3map2 automatically does what you were trying to do on the inner pole side. Both result in 10 triangles.
However, by trying to avoid overdraw you have caused the creation of 6 extra triangles on the front pole side and 16 extra triangles on the outer pole side. Better to let q3map2 do its job.


Thanks 
So I’ll add brushes to lower over draw where it won’t add more triangles.
How many 1000’s of brushes should I try to stay under?
:lookaround:
hmm… What are you saying Riftgarde?
Chavo here tries to say the more brushes you have more triangles you have. So by adding brushes to reduce overdraw you actually create more to draw for the engine.
the q3map2 is intelligengent and can remove overdraw where it is needed.
I see t-junctions every where. :weird:
Just two triangles per face, on any lenght of ladder.

radiant brush limit is apx 32000
Your footsteps are smaller than your poles. That’s why q3map2 isn’t splitting up your front pole side like it did mine. I believe you only see sparklies at t-juncs that occur on co-planar surfaces. Since the footsteps are perpendicular with the pole, it isn’t a problem.
Im not on about t-juction errors with patches.
To reduc what the game engine draws I avoide making t-juctions along the edge of brushes.
Where ever two surfaces join like this then a new trangle is made.
So by avoiding t-junctions in construction you end up with a lot less been drawn. Most of the time the improvments are minimal, but three or for of the original ladders in view at any time would make for quite a number of un-needed tris and verts, that maybe could be better used else where.
a T-junction is like, when two pieces of brushes are built like a “T”
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that’s a T-junction.
No, t-junctions are not as simple as when two brushes are built like a “T”. T-junctions are mapping and modeling errors that occur when the vertex of one polygon lines up with the edge of another polygon.
In clean mapping and modeling, a vertex from any-given polygon should always line up with the vertex of another polygon. If you get a situation where a vertex doesn’t line up with another vertex, you get what’s called a t-junction. In game, this can appear as a “sparkly”, a very small, distracting white line that appears to sparkle when you look at it.
This thread might help you understand a little more:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=1303#8296