Hi all.
I’ve read a few tutorials that says to always use the caulk texture on any surface not viewable by the player…
My question is this… does it really increase performance when you play the map, or is it simply a compile optimisation thing? I understand that it would increase performance in-game if you caulk surfaces behind patches or anything else that the engine doesn’t “see”, but what about the surfaces between brushes that neither the engine nor the player should ever see anyway.
ie a situation such as a wall being made up of two horizonal section that look like a single brush in the top down view in the editor.
The reason I want to know this is because in older Quake engine games the compiler itself would convert the brushes of a make into a CSG (the opposite of adding to a void like you do in GTKRadiant) representation and in doing so it would discard any surfaces in situation like the one I mentioned. Has the compiler become lazy?
I’ve got a feeling that the caulk texture is the source of a lot of the light leaking issues people are having. Have a look in my other topic for that discussion: http://www.splashdamage.com/forums/viewtopic.php?t=4208


