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Editing Map compiling

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'''Vis''' is the stage of map compilation that calculates [[PVS]] data for the level.  With PVS data, the engine need only draw those parts of the level (and those entities) that might be visible from the current player location.  This performance optimization was necessary to allow levels as large and as complex as Quake's on the computers of the day.  And even today, most games use equivalent systems to allow levels, props, and NPCs to be as detailed as possible.
 
'''Vis''' is the stage of map compilation that calculates [[PVS]] data for the level.  With PVS data, the engine need only draw those parts of the level (and those entities) that might be visible from the current player location.  This performance optimization was necessary to allow levels as large and as complex as Quake's on the computers of the day.  And even today, most games use equivalent systems to allow levels, props, and NPCs to be as detailed as possible.
  
==Light==
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==Vis==
{{Main|Light (map compiling)}}
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{{Main|Vis}}
'''Light''' is the stage of map compilation that calculates [[lightmap|lightmaps]] for the level.  Using the light entities from the [[entity lump]] of the bsp file, it precalculates the lighting on every surface in the level, and saves that lighting as lightmaps in the bsp file.
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'''Vis''' is the stage of map compilation that calculates [[PVS]] data for the level.  With PVS data, the engine need only draw those parts of the level (and those entities) that might be visible from the current player location.  This performance optimization was necessary to allow levels as large and as complex as Quake's on the computers of the day.  And even today, most games use equivalent systems to allow levels, props, and NPCs to be as detailed as possible.
  
 
==See Also==
 
==See Also==

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