Brush quickie


(eRRoLfLyNN) #1

Hi, just wonderin’ if it is better to use one brush, like this

instead of 2 brushes, like this

generally speaking…

I heard somene saying that, depending on the amount of squares you are clipping over, it might be better, for performance reasons, to use more brushes rather than less sometimes???


(eRRoLfLyNN) #2

:frowning:

I am lonely…


(chavo_one) #3

It’s hard to tell from these two pictures exactly what you are trying to accomplish. If I understand you correctly, both examples would create the same number of triangles. Since there isn’t a performance advantage, I would suggest you do the first example since it is a single brush, and you won’t accidentally get any unseen textured faces.


(eRRoLfLyNN) #4

So it is triangle amounts rather than brush amounts that would effect the performance?

That is all I wanted to know - Over the space of the whole map I have a lot of these clipped single brushes etc and was just wondering if slicing them into seperate brushes would make it easier for the engine to read? Or if leaving them as single brushes would hamper the performance…

Cheers!


(Shallow) #5

It’s mainly the triangles you want to worry about.

Brushes do end up in the BSP though, because they are used for collision. I think collision is cheap compared to rendering though, so you’d have to try pretty hard to create big performance problems there. Chances are you’d have to build a very complex map before this bit you. Not sure if brush proliferation or complexity would be the biggest villain here - but as with all things I expect a balance would be the most desirable thing to have.

chavo’s point about eliminating the potential for that unseen face to be left textured is certainly something I’d agree with, and probably more important than my witterings :slight_smile:


(CrazedFan) #6

In short, one brush if you can.