I don't need to test my programs. I have an error-correcting modem.
Legacy talk:Brush Sinking
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Revision as of 04:24, 30 November 2008 by Wormbo (Talk | contribs) (→Flickering surfaces?: brush sinking = regular CSG operation)
Flickering surfaces?
This method doesn't create flickering surfaces? I mean, the engine should get quite confused, there are two textures to render at the same spot. Just like with movers, you can't use this method with them. Any explanations? --GreatEmerald
- Well, brush sinking creates fixed BSP geometry, so there aren't two surfaces to display, but only one. The Unreal Engine doesn't have any flickering problems with BSP because it always displays the last brush's (as per brush order) surfaces. Mover's aren't part of the BSP tree, so the engine needs to figure out their drawing order dynamically, which causes flickering. If you look closely, you will find brush sinking in all generations of the Unreal Engine. It's even used on VCTF-Suspense in UT3! —Wormbo 11:24, 30 November 2008 (UTC)