Lod system.

Lod system.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Lod system.

Post by smoth »

Ok, so some of you know I have started building feature sets. I want to make some features that really would require a LOD system. I remember some talk about it, I want to try and make use of it. I understand that when trepan was playing with it I was unable to help him work on this stuff but I have some stuff planned that can actually make use of such a system..
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Lod system.

Post by Master-Athmos »

Yes - a LOD system would be nice. For textures it probably would be enough to "simply" switch to a lower res mipmap. We might want to discuss though what would be the best way for the geometry itself - I guess OpenGL also has the possibility to do some on-the-fly polycount reduction what can be handy (for DirectX it has been there for ages although I don't know the exact name for it anymore - TA:K would be the first title that comes to my mind which actually did use it). Imo it definitely needs switching between premade versions of a model while a dynamic poly reduction would be like the cherry on the cake...
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Lod system.

Post by Argh »

Spring supports LOD internally within UnitRendering. The feature's already there. See the Wiki.
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