Yes, it would be useful, but the workaround with a shader is also easy - so it will come one day, probably together with an MDL extension for LOD meshes, but has low priority at the moment.
Re: Level of Detail
[Re: jcl]
#57778 04/10/0611:1504/10/0611:15
well, why not just change materials depending on distance? You have to have a while loop for the objects, but as long as you dont use a million of them this can be done reasonably fast.
Actually this is not a good idea to do it this way, becasue then you are calling vec_dist for every render of every entity. This is going to be sloooww
Better to use a loop in an action like this
while(1) { if vec_dist(my.x,camera.x)>dist && my.material!=newmat { chnage material to newmat }
wait (1+random(5)*random(2)); //or whatever }
this way you only call vec_dist once in a while for each entity...
Yes your are right about the vec_dist (altough vec_dist is fast), but its not a good idea to do this in the entity action list. My method is independent from the entity and works with more then one view.