What Is It???
- optic delusion
- Special Forces
- Posts: 1054
- Joined: Sat Sep 25, 2004 2:29 pm
- Location: Planet MoFo
- Contact:
What Is It???
My third experiment with LOD, it's a spring, it's a spiral, it's a torus knot.
What's important here is the LengthPerPixel
The object is 10 units on a side, the LPP is 0, .04, and .08
The groups are placed at a Y of 0, 40, and 80
I'm still trying to figure out the exact formula for LPP's
What's important here is the LengthPerPixel
The object is 10 units on a side, the LPP is 0, .04, and .08
The groups are placed at a Y of 0, 40, and 80
I'm still trying to figure out the exact formula for LPP's
- Attachments
-
- spyship.bzw
- (160.2 KiB) Downloaded 599 times
Take a look at my Defender game mode concept.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
- optic delusion
- Special Forces
- Posts: 1054
- Joined: Sat Sep 25, 2004 2:29 pm
- Location: Planet MoFo
- Contact:
The formula goes something like this. (please fact check me on this if you know a better formula)
worldsize divided by LPP equals distance at which a LOD becomes visible.
Let's say you use a world size of 1000, and your drawinfo has this Level of Detail (LOD)
lod
lengthPerPixel .5
blah blah blah
end
This LOD would be visible at any distance over 500 world units, (unless of course the object has another LOD with a higher LPP ratio, in which case the LOD with the correct LPP would be visible)
The point is... you can use different geometries to display an object at different distances from the player. Let's say you had a very complex object, so complex that it slowed down the play (FPS), you could display the full object for maximum detail, when the player was close to the object, and a second LOD, with less detail, when the player is far away from the object. (or even make it disappear completely) This allows you to use more complex objects in your map, while maintainig a fast Frames Per Second.
This bzw will help you understand LPP. It loads 28 images into 28 materials, then each material is used four times... All in only one object.
worldsize divided by LPP equals distance at which a LOD becomes visible.
Let's say you use a world size of 1000, and your drawinfo has this Level of Detail (LOD)
lod
lengthPerPixel .5
blah blah blah
end
This LOD would be visible at any distance over 500 world units, (unless of course the object has another LOD with a higher LPP ratio, in which case the LOD with the correct LPP would be visible)
The point is... you can use different geometries to display an object at different distances from the player. Let's say you had a very complex object, so complex that it slowed down the play (FPS), you could display the full object for maximum detail, when the player was close to the object, and a second LOD, with less detail, when the player is far away from the object. (or even make it disappear completely) This allows you to use more complex objects in your map, while maintainig a fast Frames Per Second.
This bzw will help you understand LPP. It loads 28 images into 28 materials, then each material is used four times... All in only one object.
- Attachments
-
- santa_focus.bzw
- (19.07 KiB) Downloaded 398 times
Take a look at my Defender game mode concept.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
- optic delusion
- Special Forces
- Posts: 1054
- Joined: Sat Sep 25, 2004 2:29 pm
- Location: Planet MoFo
- Contact:
A screenie would not do it justice. There are three objects, combined into one. You have to load it into bzfs to see the effect.
Take a look at my Defender game mode concept.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.