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Editing Getting Started Mapping

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==Vis==
 
==Vis==
[[File:map_tutorial_vis1.jpg|thumb|No PVS]][[File:map_tutorial_vis2.jpg|thumb|PVS]]
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[[File:map_tutorial_vis1.jpg|thumb|No Vis]][[File:map_tutorial_vis2.jpg|thumb|Vis'd]]
 
You can now compile with Vis if you'd like. Unfortunately, our little single room map is a bit too simple to actually show what it does. Vis is a process which computes visibility of areas, and creates a table known as the [http://en.wikipedia.org/wiki/Potentially_visible_set Potentially Visible Set] (often shortened to PVS), which Quake uses to determine areas which the player cannot possibly see, and thus, does not need to render. Note that brush entities (or any entities), such as doors or triggers, do not block Vis, nor do special brushes like clips or liquids. Only solid brush geometry.
 
You can now compile with Vis if you'd like. Unfortunately, our little single room map is a bit too simple to actually show what it does. Vis is a process which computes visibility of areas, and creates a table known as the [http://en.wikipedia.org/wiki/Potentially_visible_set Potentially Visible Set] (often shortened to PVS), which Quake uses to determine areas which the player cannot possibly see, and thus, does not need to render. Note that brush entities (or any entities), such as doors or triggers, do not block Vis, nor do special brushes like clips or liquids. Only solid brush geometry.
  
I have constructed a simple snaking hallway map to demonstrate. In the pictures to the right, I have enabled "r_showtris 1" in Quakespasm, which outlines the polygons rendered by Quake. Notice that in the picture with No PVS, there are polygons in the distance around corners which are being rendered, which in the PVS picture, these polygons are no longer rendered. Even in this simple map it is not a huge amount of savings, but as your levels get larger and more complex, this will be a large optimization.
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I have constructed a simple snaking hallway map to demonstrate. In the pictures to the right, I have enabled "r_showtris 1" in Quakespasm, which outlines the polygons rendered by Quake. Notice that in the picture with no Vis, there are polygons in the distance around corners which are being rendered, which in the Vis'd picture, these polygons are no longer rendered. Even in this simple map it is not a huge amount of savings, but as your levels get larger and more complex, this will be a large optimization.
  
 
Vis requires that a .bsp be fully sealed to run. This means that all of your entities must be surrounded by brushes, and cannot trace a line into the [[void]]. QBSP will warn you when a .bsp [[leaks]] like this, and generate a [[pointfile]] which can be loaded in either Quake or Trenchbroom to help you find where you need to seal your level.
 
Vis requires that a .bsp be fully sealed to run. This means that all of your entities must be surrounded by brushes, and cannot trace a line into the [[void]]. QBSP will warn you when a .bsp [[leaks]] like this, and generate a [[pointfile]] which can be loaded in either Quake or Trenchbroom to help you find where you need to seal your level.

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