Editing Occlusion Culling

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*TFC 2 and 3 will show you rooms and portals colored to indicate their visibility.  (green visible, red not visible)
*TFC 2 and 3 will show you rooms and portals colored to indicate their visibility.  (green visible, red not visible)
**''NOTE: This view is also available in the GECK by pressing the hotkey 3''
**''NOTE: This view is also available in the GECK by pressing the hotkey 3''
**''NOTE: This does not work in New Vegas, unconfirmed in FO3''


*TFC 4 will put an overhead view of the rooms in the upper right corner of the render window.  The view frustum will show up blue, and rooms will be colored the same as TFC 2 and 3.
*TFC 4 will put an overhead view of the rooms in the upper right corner of the render window.  The view frustum will show up blue, and rooms will be colored the same as TFC 2 and 3.
**''NOTE: This view is also available in the GECK by pressing the hotkey 4''
**''NOTE: This view is also available in the GECK by pressing the hotkey 4''
**''NOTE: This does not work in New Vegas, unconfirmed in FO3''


*Toggling wireframe (twf) and walking around should also give you a good indication of what items are visible when a room is hidden or rendered.
*Toggling wireframe (twf) and walking around should also give you a good indication of what items are visible when a room is hidden or rendered.
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<blockquote>
By default, occlusion culling is disabled while using the GECK.  The keyboard shortcuts 3 and 4, mentioned above, enable a preview of culling in the editor.  Note that the view modes are not very useful in conjunction with each other.
By default, occlusion culling is disabled while using the GECK.  The keyboard shortcuts 3 and 4, mentioned above, enable a preview of culling in the editor.  Note that the view modes are not very useful in conjunction with each other.
This does not appear to be available or enabled in the consumer version of the GECK.
</blockquote>
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