Is there any limitation to how many TR_TraceRayFilter calls can be executed in one function? For example, if I were to run 5000 traces, one after the other in said function on one game frame, would they all be able to run in succession properly? Not actually doing this btw, just curious.
PHP Code:
// WOULD THIS STILL WORK?
for(i; i <= 5000; i++) {
TR_TraceRayFilter(fStart, fAngle, MASK_SOLID, RayType_Infinite, TraceEntityFilter);
TR_GetEndPosition(fEnd);
}
I know TE_SetupBeamPoints has a limit on how many can be called at a time per game frame (64 I believe?), to get around that one would have to do it in modulo.
Does TR_TraceRayFilter have any limitation like that?
Thanks all!
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