To demonstrate my question:
(Fig. A)
So what's the difference between these two? Binding two blocks into one saves me an entity, but I assume it renders both blocks if it sees one, yes?
[addsig]To demonstrate my question:
(Fig. A)
So what's the difference between these two? Binding two blocks into one saves me an entity, but I assume it renders both blocks if it sees one, yes?
[addsig]
You've pretty much answered your own question.
The advantage of combining brush-based entities is that it reduces the entity counts; the main disadvantage is that, whenever any of the objects are drawn, all of the rest will be too.
A further disadvantage is that if the bounding box of the resulting entity becomes too big, the compiler will not be able to insert it properly into the BSP tree (because the entity will straddle lots of portals). At least, I think that's what happens. Anyway, the upshot is that it will be rendered almost all the way across the level and behind walls (and sky) - VIS just won't be able to block it. Obviously this is bad.
[addsig]
i resently found a major problem with having multiple brushes in a single func_wall, the problem in my case was that the player could get in a position where he could see both brushes one behind the other...well what happens is the one behind doesnt get drawn. so in some cases like myn, its not a good idea to have multiple brushes tied to the same func_wall.
P.S. sure hope your not already havin problems with ur section horn ![]()

