[00:03:19] <servus> I know it does that.
[00:03:33] <servus> I assume you mean qcsg though... For Quake 2 at least
[00:04:18] <servus> I was under the strict assumption that you were operating in an environment that was conducive to purely concave (internally-based) structures. [the "Carving out of stone" principle]
[00:04:22] <Coren_> No, I man qbsp3. visgroups==sectors.
[00:06:11] <Coren_> Erm. Triangles are convex, yes?
[00:07:15] <servus> Triangles are planar :)... I suppose you could consider them convex, yeys.
[00:08:16] <servus> However, brushes are what one must deal with, if trying to emulate the "Quake Philosophy"... And brushes are icky :D
[00:17:45] <Coren_> Ah, yes, but that's the whole point; I do brushes of space into a solid universe.
[00:18:25] <Coren_> Now, it turns out that what qbsp does for qvis is exactly transform all those positive brushes into convex polytopes of space, and marks portals between them.
[00:18:28] <servus> To each their own. I need to brush up on stencils because my current method of dynamic shadowmapping is *slow* :-)
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