Gamestudio Links
Zorro Links
Newest Posts
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 1,534 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
LucasJoshua, Baklazhan, Hanky27, firatv, wandaluciaia
19054 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Please allow more control of the LOD manager #99234
11/19/06 22:34
11/19/06 22:34
Joined: Oct 2006
Posts: 91
G
Ghost Offline OP
Junior Member
Ghost  Offline OP
Junior Member
G

Joined: Oct 2006
Posts: 91
Hi,

It seems the upcoming LOD manager currently only support 3 LODs. Please can you make this a user definable number of LODs in future, so users have more flexibility to customise number of LODs and switch points to suit their game type.

Thanks.

Re: Please allow more control of the LOD manager [Re: Ghost] #99235
11/20/06 09:44
11/20/06 09:44
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
The engine supports four LOD steps, so it wouldn't make much sense when the LOD manager supported more. The reason for the limit of 4 is that more would just inflate the model size without making the level run faster or better. A fixed number of steps made the LOD algorithm simpler than an unlimited number.

Re: Please allow more control of the LOD manager [Re: jcl] #99236
11/20/06 12:27
11/20/06 12:27
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
One quick question:

With shared textures for models is there a way to use the same tex for each lod model but instead of the original texture they use the generated mipmaps?

Or has this to be done manually (resizing the texture for each lod model separately)?

Re: Please allow more control of the LOD manager [Re: FBL] #99237
11/20/06 13:04
11/20/06 13:04
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Mipmaps and LOD steps are two different things. LOD is handled by the engine, while mipmaps are handled by the graphics hardware. Therefore, mipmaps are normally switched at different distances than LODs.

Re: Please allow more control of the LOD manager [Re: jcl] #99238
11/20/06 18:44
11/20/06 18:44
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
That's too bad... is it possible to do a workaround so the mipmap of the texture of the original model is used as new base texture for the lod model?
That would spare quite some video mem, because smaller extra textures don't need to be created.

Does this even make sense? How is the frame rate affected if I use the same big detailed texture for all lod models belonging together? Since they are further away, a mipmap will be used anyway...

Re: Please allow more control of the LOD manager [Re: jcl] #99239
11/21/06 19:53
11/21/06 19:53
Joined: Oct 2006
Posts: 91
G
Ghost Offline OP
Junior Member
Ghost  Offline OP
Junior Member
G

Joined: Oct 2006
Posts: 91
Hi JCL,

OK, so I am then asking for more LOD to be suported in the engine too . You know your engine so are certainly correct about getting no more performance gain from more LODs, however there are several other ARTISTIC/GAMEPLAY uses for LOD other than just trying to achieve pure performance gain goals. I can assure you many modern games are doing far more than 4 levels of detail for alternative reasons.

I'm thinking about the future -this capability is very useful , you are switching to ABT model created worlds etc. there are so many possibilities... Algorithm wise even a simple switch based on camera distance will do. If that is not optimal give it to us as an alternative i.e. choice of FAST LOD 4 levels only, SLOWER LOD but user defined number of levels of LOD. Please let me as the game designer decide about 'memory bloat' and what cards I am targeting, please don't limit my choices. This is the sort of open feature thinking will give 3DGS an advantage on the competition.


Moderated by  aztec, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1