QodotPlugin / qodot-plugin

(LEGACY) Quake .map support for Godot 3.x
MIT License
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Build geometry separated by brushes #135

Closed LL2 closed 2 years ago

LL2 commented 2 years ago

Individual meshes per brushes would be good for the portal occlusion culling (Godot v3.4). Building a single mesh from a entire map has no sense in my opinion.

Shfty commented 2 years ago

Qodot batches meshes per-material-per-entity to reduce draw call overhead, which is a major bottleneck for Godot rendering performance. Splitting per-brush is a naive solution that would negatively impact the render performance scaling of mid-to-large maps.

If you need to split brushes, you should do so manually by applying a brush entity class to separate the geometry from the worldspawn entity. This retains draw call optimizations, and leaves split granularity as a choice for the mapper to make.

20kdc commented 2 years ago

Does UV2 wrapping / lightmap baking still occur on brush entities?