Baron von Snickers said:
i have never overlapped a two world brushes to my knowledge, what does it do?
If two rendered faces occupy the same plane, you get z-fighting errors. Otherwise, it does nothing. :smile:
I started a "tutorial" of sorts on the effects of overlapping, but
never got around to publishing it here. I did a study by building the
same object in various different ways and copied this object many times
in order to lengthen compile times. I then compiled each of these
identical scenes (built in different ways) to see what sort of effect
on compile times it had. The object was fairly trivial, just a simple
box that had another box passing through it, and the three different
cases were that both were world brushes, the smaller object being a
func_wall, and the larger object being "cut up" into 4 brushes to
surround the small brush. The func_wall case was far and away the
quickest in all situations, but that was obvious due to that cutting
out a large amount of calculations in both VIS (entity brushes not
blocking VIS) and RAD (entity brushes not casting shadows). The
overlapping world brushes case was quicker in both CSG and BSP than the
surrounding method due to using less brushes, but in VIS is was
significantly slower. RAD times were negligable between the two.
So in short, overlapping world brushes can cause z-buffer flickering as
andrew said, but that isn't its ONLY effect, as it can also increase
VIS times it would seem.