Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
3 registered members (AndrewAMD, TipmyPip, OptimusPrime), 15,359 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 3 1 2 3
Re: Level of Detail [Re: Matt_Aufderheide] #57774
10/19/05 20:12
10/19/05 20:12
Joined: Oct 2001
Posts: 1,163
Germany
XeXeS Offline OP
Serious User
XeXeS  Offline OP
Serious User

Joined: Oct 2001
Posts: 1,163
Germany
This Forum should be used to post Feature requests or maybe useful Ideas vor new features and not for workarounds for that.

Re: Level of Detail [Re: XeXeS] #57775
10/19/05 22:23
10/19/05 22:23
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
There's no need to say what this forum should be for!

Read the other threads and you know what is common in this forum.

Re: Level of Detail [Re: Pappenheimer] #57776
04/09/06 15:07
04/09/06 15:07
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Any news of this feature?

Re: Level of Detail [Re: oliver2s] #57777
04/10/06 09:07
04/10/06 09:07
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
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
04/10/06 11:15
04/10/06 11:15
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Yes, the workoarund with the SHADER is very good, but if you use Fixed Functions Pipeline, then there isn't a workaround.

Re: Level of Detail [Re: oliver2s] #57779
04/10/06 13:20
04/10/06 13:20
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
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.


Sphere Engine--the premier A6 graphics plugin.
Re: Level of Detail [Re: oliver2s] #57780
04/10/06 13:25
04/10/06 13:25
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
Serious User
ChrisB  Offline
Serious User

Joined: Sep 2002
Posts: 1,604
Deutschland
I think you can do this with a material event function.

Code:

function mtl_Event()
{
my.material=mat_norm;
if(vec_dist(my.x,render_view.x)>lodfactor[0]*render_view.clip_far)
{
my.material=mat_lod1;
}
if(vec_dist(my.x,render_view.x)>lodfactor[1]*render_view.clip_far)
{
my.material=mat_lod2;
}
if(vec_dist(my.x,render_view.x)>lodfactor[2]*render_view.clip_far)
{
my.material=mat_lod3;
}
}

material mat_norm
{
event=mtl_Event;
enable_render=on;
}
....




www.Swollen-Eyeballs.org
ICQ:169213431
#3dgs@quakenet
Re: Level of Detail [Re: Matt_Aufderheide] #57781
04/10/06 13:32
04/10/06 13:32
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
You convinced me... this solution sounds good. I'll try it.

Re: Level of Detail [Re: oliver2s] #57782
04/10/06 15:50
04/10/06 15:50
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
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...


Sphere Engine--the premier A6 graphics plugin.
Re: Level of Detail [Re: Matt_Aufderheide] #57783
04/10/06 17:37
04/10/06 17:37
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
Serious User
ChrisB  Offline
Serious User

Joined: Sep 2002
Posts: 1,604
Deutschland
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.


www.Swollen-Eyeballs.org
ICQ:169213431
#3dgs@quakenet
Page 2 of 3 1 2 3

Moderated by  aztec, Spirit 

Gamestudio download | 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