LOD braucht man nicht zu programmieren.

Hier das ist aus dem Manual:

Quote:

To get the best of both worlds, entities can switch between 4 different files depending on their distance to the camera. If an entity file name ends with "_0", it is assumed that similar files ending with "_1", "_2", "_3" are the three further LOD levels for that entity. For instance for "house_0.wmb" the engine expects "house_1.wmb", "house_2.wmb", "house_3.wmb" as LOD files.

The LOD distances can be set in the script through camera.clip_far (see script manual). The entity switches to LOD level 1 at a distance of 1/8 the clip_far value, to level 2 at ¼ of clip_far, and to level 3 at ½ of the clip_far range. For preventing repeated "popping" between two LOD levels at critical distances, the LOD levels change with a hysteresis value of 15%. If the entity is further away than clip_far, it won't be displayed at all. LOD is not supported for chunked terrain.