I am not going to start to fix this bug/feauture right now, but I just wanted to lift my thoughts out there.

The reason why we get this artifact is because we are not drawing wallparts if they are too far away, and we are not clearing the buffer every frame.

Now, as I can see it, it is two possible solutions to this. Just want to hear, if anyone has any more solutions, or thinks that one is better then the other one.

1.
We can always draw a black quad over the portion of the screen that no wallparts are drawn over. This will be really hard to optimize, since it is hard to find out what part of the screen that is.


2.
The map editor, or the loading of the map can find out how long/wide the longest corridor/room is, then sent that to the culling class, and the culling class will change the FarPLane accordingly. This can work pretty sweet, but if someone makes a map where a corridor is 200m long, then it will bring the whole game dawn to a halt, and die on us, since it will use WAY too much resources. A way to limit this would be to not allow saving of maps that has coridores that is longer then N meters or so. Well at least it is a thought.


Andyone any better idea, or any more thougts about these solutions?


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