View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005859||The Dark Mod||Coding||public||30.12.2021 11:12||30.12.2021 11:23|
|Product Version||TDM 2.09|
|Target Version||TDM 2.10||Fixed in Version||TDM 2.10|
|Summary||0005859: Collision models for patch-only entities have not BSP optimization|
|Description||It seems that collision model generator uses only brushes when it builds BSP tree.|
If there are no brushes, then no BSP tree is built.
As the result, any trace query touching the model has to process all triangles in the model.
A typical case for a patch-only models is terrain func_static, in which case AIs constantly trace against it, wasting time.
Ideally, BSP tree should be constructed even in such cases, and number of nodes should be of about the same order as the number of polygons.
|Steps To Reproduce||The most notable example is The Black Mage FM (the very first released version).|
1) setviewpos -4300 1600 -1400 0 -90 0 (the lava cave)
2) Use Tracy profiler so see how slow trace queries are, in particular for elementals.
|Additional Information||See discussion:|
|Tags||No tags attached.|
Fixed in svn rev 9766.
The fix can be disabled by setting cm_buildBspForPatchEntities to 0 (non-archived).
Also note that:
1) It applies at the moment of dmap.
2) Better remove .cm file before dmapping, otherwise dmap can skip collision model generation.
|30.12.2021 11:12||stgatilov||New Issue|
|30.12.2021 11:12||stgatilov||Status||new => assigned|
|30.12.2021 11:12||stgatilov||Assigned To||=> stgatilov|
|30.12.2021 11:23||stgatilov||Note Added: 0014621|
|30.12.2021 11:23||stgatilov||Status||assigned => resolved|
|30.12.2021 11:23||stgatilov||Resolution||open => fixed|
|30.12.2021 11:23||stgatilov||Fixed in Version||=> TDM 2.10|