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Merging euclidean portal areas into one scene in GL

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Would it be possible to merge the geometry of euclidean portal areas in a GL renderer without having to split it into multiple scenes like GZDoom does?

I imagine it'd be straightforward, but when I talked to Edward850 about it, he said it would be difficult.

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If you are absolutely 100% sure that there are no actual overlaps it could be doable, but it'd be very impractical.

You cannot render such a setup with a BSP, you have to use another algorithm (like Build, for example.) With BSPs you still have to process each portal layer separately and do all of the setup GZDoom does. The best you could achieve here is to eliminate the use of the stencil buffer.

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