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Re: Level of Detail [Re: ChrisB] #57784
04/10/06 18:09
04/10/06 18:09
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Joined: Aug 2002
Posts: 3,258
Mainz
Quote:

My method is independent from the entity and works with more then one view.




Ah thanks for reminding, this was the reason why I want this feature, just forgot it in my previous post. I will try your code. Have you tested this code Chris?

Re: Level of Detail [Re: oliver2s] #57785
04/10/06 20:25
04/10/06 20:25
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
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ChrisB  Offline
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Joined: Sep 2002
Posts: 1,604
Deutschland
I have used something like this before for a Terrain shader, it works. But i didn't test the lines i posted


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Re: Level of Detail [Re: ChrisB] #57786
04/10/06 20:38
04/10/06 20:38
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Joined: Aug 2002
Posts: 3,258
Mainz
Yes yes you know what I meant

Re: Level of Detail [Re: oliver2s] #57787
04/10/06 21:17
04/10/06 21:17
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Joined: Oct 2003
Posts: 4,131
.. it is still a bad idea to check distance every frame, try to space it out using some tricks.

It may work great for a small number of entities, but if you have a bunch you will start to get noticeable lag.


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Re: Level of Detail [Re: Matt_Aufderheide] #57788
04/10/06 21:37
04/10/06 21:37
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Mainz
I think I can trick it out. I need it only for my terrains. So the maximum number of entities would be 255.

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