Tools and Level Editing

Miscellaneous Forums/General Discussion/Tools and Level Editing

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You are suggesting that arbitrary geometry be split into a BSP tree or portals. This defeats the memory usage and speed advantages of referenced map meshes.

Referenced meshes allow you to have a scene consisting of 1,000,000 polygons, while actually only storing 50,000 polygons in memory. By locking a vertex array, and rendering all instances of that mesh, your rendering speed is limited only by fillrate.

Using unique geometry throughout a scene is like using unique textures on everything. It uses far more memory, it renders much slower, and it takes much longer to produce the media.