Hi,
I was wondering if there is a faster way than ent_pvs to determine if an entity has been culled or not.
I created a spotlight shader/script with dynamic shadows for shade-c which uses obb-obb and cone-sphere intersection tests to determine if the spotlight is inside the view frustum. It's all nice and shiny, but i'm still struggeling with the case of a spotlight beeing behind a wall and not visible to the camera.

I think using ent_pvs and going through a loop with all visible entities each frame just to get 1 out of X entities is a rather slow approach (?).
And if i remember correctly i already played around with entity visibility in the past and there was another way to do it, but i can't exactly remember. Maybe it was another engine or i dreamed it ... but i'm quite certain it was A7 laugh

Would be really nice if you could give me a hint here to speed up my spotlights even more laugh




Shade-C EVO Lite-C Shader Framework