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	<id>https://wiki.zeroy.com/index.php?action=history&amp;feed=atom&amp;title=Call_of_Duty_2%3A_Portals</id>
	<title>Call of Duty 2: Portals - Revision history</title>
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	<updated>2026-05-05T20:18:57Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Portals&amp;diff=5734&amp;oldid=prev</id>
		<title>CoDEmanX at 13:26, 29 July 2009</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Portals&amp;diff=5734&amp;oldid=prev"/>
		<updated>2009-07-29T13:26:42Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:26, 29 July 2009&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Image:Nutshell.png]] &lt;/del&gt;Portals explained by Infinity Ward&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Note|&lt;/ins&gt;Portals explained by Infinity Ward&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Portals divide the world into cells. Each cell is a non-solid, non-detail volume inside the BSP that does not cross any portals. Every non-solid part of the map exists in exactly one cell. Cells can have any arbitrary shape, such as L or cube. Portals connect two cells. The classic example is doorways in a house, where each room is a cell and the doorways are portals.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Portals divide the world into cells. Each cell is a non-solid, non-detail volume inside the BSP that does not cross any portals. Every non-solid part of the map exists in exactly one cell. Cells can have any arbitrary shape, such as L or cube. Portals connect two cells. The classic example is doorways in a house, where each room is a cell and the doorways are portals.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l75&quot;&gt;Line 75:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 75:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sources: Infinity Ward Docs&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sources: Infinity Ward Docs&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Call of Duty 2]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Call of Duty 2]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Technical Reference]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Technical Reference]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Portals]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>CoDEmanX</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Portals&amp;diff=4454&amp;oldid=prev</id>
		<title>CoDEmanX: New page: Image:Nutshell.png Portals explained by Infinity Ward  Portals divide the world into cells. Each cell is a non-solid, non-detail volume inside the BSP that does not cross any portals. ...</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Portals&amp;diff=4454&amp;oldid=prev"/>
		<updated>2009-02-13T00:31:17Z</updated>

		<summary type="html">&lt;p&gt;New page: &lt;a href=&quot;/index.php?title=File:Nutshell.png&quot; title=&quot;File:Nutshell.png&quot;&gt;Image:Nutshell.png&lt;/a&gt; Portals explained by Infinity Ward  Portals divide the world into cells. Each cell is a non-solid, non-detail volume inside the BSP that does not cross any portals. ...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Image:Nutshell.png]] Portals explained by Infinity Ward&lt;br /&gt;
&lt;br /&gt;
Portals divide the world into cells. Each cell is a non-solid, non-detail volume inside the BSP that does not cross any portals. Every non-solid part of the map exists in exactly one cell. Cells can have any arbitrary shape, such as L or cube. Portals connect two cells. The classic example is doorways in a house, where each room is a cell and the doorways are portals.&lt;br /&gt;
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Whenever a cell is determined to be at least partially visible, all of the world geometry in that cell gets drawn. If a world surface exists on both sides of a portal, it gets drawn if either of the two cells are drawn. &lt;br /&gt;
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Note: model bounding boxes will get clipped against the portals so they may not get drawn even if they are in a cell that is drawn.&lt;br /&gt;
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Portals gives better culling than PVS since they effectively do the exact cell-to-cell PVS for a single view point.  Portals can even cull geometry when you turn the mouse, rather than being fixed for a given point.  Too many portals can slow the game down because it does too much time calculating what to draw.  Portals do frustum culling of triangles, (strafe in front of a doorway in CoD2 with r_showtris 1 to observe this in action). Because of this it is not necessary to have portals inside of rooms, only at the windows and doors. Use r_showportals 1 in the game to see where IW placed their portals.&lt;br /&gt;
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Too few portals can slow the game down because it quickly decides to draw too much.&lt;br /&gt;
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You have to place portals in radiant for portal-based rendering.  A portal can be any brush face; it doesn&amp;#039;t have to be axial and it doesn&amp;#039;t have to be square. To create a portal, create a brush and then make most sides “textures / common / portalnodraw” and one side &amp;quot;textures / common / portal&amp;quot;. &lt;br /&gt;
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portalnodraw is just like nodraw but is designed to be used with portal.&lt;br /&gt;
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Only structural brushes can make up the other walls of a cell with portals. Open a map and filter out the patches (Alt-3), detail brushes (Ctrl-d) and entities (Alt-2) and observe whats left. Usually this will be just a few simple walls, the sky and some caulk brushes. This is what the portal render “sees”.&lt;br /&gt;
 &lt;br /&gt;
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Portals are not allowed to have the same cell on both sides. If the compiler detects this, it will ignore the portal and issue a warning. This is known as a portal leak and it will generate a .lin file the same as a regular leak.&lt;br /&gt;
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Portals are not allowed to have one side completely against a solid brush (partially is okay, including partially inside solid). If the compiler detects this, it will ignore the portal and issue a warning.&lt;br /&gt;
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Portals are not allowed the T-junction with other portals. The portal whose face is touching the edge of the other perpendicular portal must have its face split along the edge it shares with that portal.&lt;br /&gt;
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An example of placing 2 portals to cull geometry around a corner: The diagonal portals here each share 1 edge exactly on the inside corner of this hallway. Cell number 1 can not see the portal face which divides cell 2 from cell 3. Since it can not see this portal, it does not draw the triangles inside cell 3.&lt;br /&gt;
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Another example. Position 4 can see through the portal into the cell where position 5 is, however... frustum culling keeps the observer at position 4 from drawing the object at position 5.&lt;br /&gt;
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&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Sources: Infinity Ward Docs&lt;br /&gt;
[[Category:Call of Duty 2]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>CoDEmanX</name></author>
	</entry>
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