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LOD with 5 distances? #270752
06/09/09 17:50
06/09/09 17:50
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline OP
Expert
slacer  Offline OP
Expert

Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
Hi,

there are some nice models from DEX Soft with a set of 5 LOD versions.
I renamed those files to house_0.mdl to house_4.mdl but it seems the engine does only support _0 to _3

Any ideas how make use of all those versions?

Re: LOD with 5 distances? [Re: slacer] #270762
06/09/09 18:23
06/09/09 18:23
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
i believe that 3dgs supports only 3 lod stages. you'll need to add other lods manually

vec_set(d3d_lodfactor,vector(100,300,700));

if(lod_distance>1000){
ent_morph(player, lod4);
}

maybe something like this?



Ubi bene, ibi Patria.
Re: LOD with 5 distances? [Re: croman] #270774
06/09/09 20:03
06/09/09 20:03
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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With 3dgs you have 4 lod stages!

example:
vec_set(d3d_lodfactor,vector(25,50,70));

from the camera till 25% of view.clip_far --> lod0
from 25% till 50% --> lod1
from 50% till 70% --> lod2
from 70% till view.clip_far --> lod3

I have the same models from Dex Soft, with 3dgs you can use only 4 of them. For example you can use the modells 0,1,2,4

Re: LOD with 5 distances? [Re: Widi] #270775
06/09/09 20:26
06/09/09 20:26
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline OP
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slacer  Offline OP
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Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
Originally Posted By: Widi
With 3dgs you have 4 lod stages!
I have the same models from Dex Soft, with 3dgs you can use only 4 of them. For example you can use the modells 0,1,2,4


I have a sample scene with house_0 in a far distance and the Debug panel visible.
The panel shows 10k tris from that distance.

If I move the camera away from that scene the tri number changes to 6k which is my _3.mdl
Going backwards until the model disappears behind the clipping range of the current camera, it still shows 6k until it switchs to 1k.

This means that the model is invisible due to the clipping range, but it is still in the debug panel - and strange enough, even the 5th LOD stage will be used even if it is invisible.
This seems to be a bug, because there is no need to throw 6k polygons against the gfx card if they are outside the view frustum.

[Edit]
Btw. have you tried shaders with those models? The shader viewer crashes with the big house model frown



Last edited by slacer; 06/09/09 20:34.

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