Ydnar, could you explain -Thresh more?


(Matt) #1

“Thresh sets the recursive triangle subdivision threshold. The range is from 0.1 - 1.0. Default is 1.0”

What does this mean? Should I use it in a final high quality compile?


(ydnar) #2

In order to determine the luxel normal for phong shading and bumpmapping, Q3Map2 recursively subdivides the map’s triangles until no side is longer than the distance specified in -thresh (T) times samplesize (S).

The reason lower values of -thresh are used are for when you want more accurate phong and bumpmapping. Lower values = smaller triangles = more samples per luxel (lightmap pixel) = more accurate normal = smoother shading.

y


(Matt) #3

So seeing as I have no bumpmaps, and don’t use phong shading, it looks like my .1 thresh value is doing nothing but making my compile times longer.

Thanks Randy.


(wudan) #4

How is this different than putting _lightmapscale in a func_group?

Does -thresh make more detailed lightmaps?


(Emon) #5

I believe thresh is for more detailed bump-maps or betting phong shading.