Material system: can see through walls on plat23
On plat23 there is an unphysical situation, where some rooms are supposed to be covered by the skybox.
Apparently it just depends on PVS not to draw this. Setting r_novis you can see it without using the material system. Maybe this should be considered a map bug
Apparently it just depends on PVS not to draw this. Setting
r_novisyou can see it without using the material system. Maybe this should be considered a map bug
I don't think it's a map bug so much as just how BSP works. I assume sky brushes are just treated the same as solid surfaces for the purposes of BSP.
I have a fix for this issue in mind, should be pretty simple.
Apparently it just depends on PVS not to draw this. Setting
r_novisyou can see it without using the material system. Maybe this should be considered a map bugI don't think it's a map bug so much as just how BSP works. I assume sky brushes are just treated the same as solid surfaces for the purposes of BSP.
I have a fix for this issue in mind, should be pretty simple.
I changed my mind - it is a map bug. The map as it currently is displays some sort of non-euclidean space when using the BSP.
There's a great number of maps like this so it would be nice to support the vis somehow. Many of them have the bug even with the default renderer though. In a lot of cases there is a huge amount of stuff that you can see with novis/material system, while when using vis, there is still a little bit of stuff you can see from a certain spot. For example https://github.com/UnvanquishedAssets/map-parpax_src.dpkdir/issues/19.
It would be nice to understand how this stuff is actually intended to work from a mapping perspective. Does q3map2 really treat the skybox as opaque when calculating vis?