Skip to main content
gamedev.net
🔒 Locked

Dynamic Model LOD

Started by Leo_E_49 Sep 26, 2005 at 8:19 AM 3 replies 900+ views
Original Post
Leo_E_49
Leo_E_49
How do you manage your models' LOD in relation to their distance from the camera? What formula do you use? I know about edge collapse algorithms (no explanation of these is required) but I am confused about implementation, how to relate edge collapse with distance. I want the best management of LOD possible so that objects transition from the near to far plane without visible deformation in a very large scale environment.
Rasmadrak
Rasmadrak
I simple do pythagoras to find the distance... :)

Then in my renderloop, I pick the appropriate level of detail based on the distance!
"Game Maker For Life, probably never professional thou." =)
Wudan
Wudan
Well, let's see here, for easy checking, remember the result of a models' test against the 'near' plane of the view frustum, and this will tell you how far away the model is, and you can tell the engine to pick the LOD level, or generate the LOD from this. I don't necessarily recommend generating the LOD mesh in real-time, but since I've not tried it, I couldn't tell you not to. It just seems like a prime candidate for pre-calculation or pre-generation.
Ingenu
Ingenu
Alternatives are projected screen area of the Mesh BoundingVolume, or using the result of Occlusion Queries, to select Level Of Detail.
-* So many things to do, so little time to spend. *-
Leo_E_49
Leo_E_49
Right, thanks for your help.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.