I have a very large room full of entities. When the player stands in the corridor leading to that room, the walls, floor and ceiling of it restrain considerably the field of vision: just a very small portion of the room is visible and 99% of the many entities are out of sight.
Here is a picture of the setting: http://earthday.free.fr/partages/hexenworld/field-of-vision.jpg
(the red thing is the cone of vision, and the red rectangle its projection onto the room's front face).
Yet there is one brush entity which should be seen because partly in the red and partly out of it, but it's invisible until it suddenly appears when the player approaches very close to it. As if until the very last moment out of sight entities were still taken into account and were to many to calculate, thus exceeding the rendering limits.
Does that make sense?
Is there a way to prevent the engine from calculating out of sight entities over supposedly visible ones?
Any clue will be very welcome...
I precise that I can't move to a more powerful game engine because I'm mapping for Hexen II, so there are so few compatible engines already that if I deliberately exclude some of them, almost nobody will be able to play my map! ^_^;