I see TROR point deletion got fixed. That's great news, thank you Helixhorned!
Now, an "issue" I have found (not sure if it's an issue, really) has to do with visibility portal creation. If two areas are connected by a curved hallway, I'm guessing red walls in the hallway act as visibiity portals, so if they are correctly placed one of the areas isn't drawn from the other. I'm not sure how and when these portals are created. For example, if the hallway consists of several layers of TROR and I forget to create red lines to subdivide it for visibility optimization, I'm not able to create them after, and have to start from scratch; even if I draw the same red line in all TROR layers, it won't act as a single portal, and the whole area that is not directly in view will be still rendered.
Let's take this as an example:
Uploaded with
ImageShack.us
Imagine the player is in area A. Since there is a hallway with two red walls acting as portals that can't see each other, area B isn't drawn (if I'm not mistaken and it works this way, of course). However, if the hallway was several TROR layers, and the red walls are drawn at the same place in all of the layers, they won't act as portals and area B will be drawn, which is not acceptable. Sometimes even if the area isn't TROR and the red walls are created after al the other areas, the portal won't be created either. So, how's visibility determined?