View Full Version : Does it make a difference in performance to make...
04-01-2003, 07:26 PM
glass in your map from a caulk brush with both sides textured with a glass shader? If so, how come?
04-01-2003, 07:30 PM
You mean like how water is applied? That's how I always do it and it doesn't seem to make a difference.
04-05-2003, 12:07 PM
It depends if you want the player to be able to see through BOTH sides. The only diff in performance would be that the computer will not proccess the glass shader. Sry if I didn't explain this coherently but I couldn't understand your question very well.
And just to let you guys know...
You do NOT caulk all non-visible sides of a water brush OR when you connect two water brushes together...you ONLY use caulk when placing a water brush directly on top of another water brush.
I know that SOUNDS incorrect (everyone says caulk everything thats not the top or bottom) --but you'll avoid countless water errors.
The best way to use water is make a single brush and do some fancy clipping rather than use multiple water brushes.
But that was off-topic now wasn't it. = )
04-05-2003, 12:51 PM
Best way to make glass is to make the brush out of nodraw_solid and then apply the glass shader to whatever sides of the glass are visible...nodraw_solid, not caulk; and don't texture the whole brush with common/glass.
04-05-2003, 01:34 PM
In Rich Diesal's tutorials he says to make the glass out of a caulk brush then apply the glass shader to both sides. I've seen it done in the kejim_post map too. I don't notice any difference in performance this way. Sometimes I get a HOM effect when viewing the glass through certain angles. I think it's a waste of time to caulk water too, but I could be wrong.
04-05-2003, 06:03 PM
The HOM effect you mentioned can be solved by using nodraw, that's why I use that. Nodraw is specifically designed to be used for transparent brushes like glass and water.
04-05-2003, 06:17 PM
DONT CAULK WATER
vBulletin®, Copyright ©2000-2015, Jelsoft Enterprises Ltd.