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LOD clip range #16776
09/13/03 14:42
09/13/03 14:42
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
Serious User
jumpman  Offline OP
Serious User

Joined: Apr 2002
Posts: 1,246
ny
This is concerning the different distances in the clip_range that the LOD works with. In the PDF manual it says the first level LOD takes place at 1/3 the clip range. This is fine, but if the entity reaches beyond the 4th LOD it disappears. Im trying to have it so that the main high poly model will be seen only when its extremly close to the camera(like black and white). I can get that, but the entity disappears if the clip range is to small. So I was wondering if i could change the fraction that the LOD takes place. So instead of the 1st LOD taking place at 1/3 the clip range, how would I change that so it takes place like at 1/5 or 1/6th the clip_range? Where can i change that fraction variable?

Re: LOD clip range [Re: jumpman] #16777
09/13/03 16:25
09/13/03 16:25
Joined: Aug 2003
Posts: 105
Burgess Hill, United Kingdom
EdP Offline
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EdP  Offline
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Joined: Aug 2003
Posts: 105
Burgess Hill, United Kingdom
Unfortunately no, it is not possible to change the LOD settings. I asked for this a long time ago for similar reasons to you, but it did not make the change list.

One other factor you should be aware of in using LOD is that the LOD ranges are calculated from the origin of the entity. For this reason it doesn't work too well with something long (for example, a railway train entity) which moves towards you. You may want to measure the performance increase of using LOD, I found it was not that large for my level.


Ed
Re: LOD clip range [Re: EdP] #16778
09/14/03 01:03
09/14/03 01:03
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
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jumpman  Offline OP
Serious User

Joined: Apr 2002
Posts: 1,246
ny
I hope that gets addressed in an update, because It seems like a simple variable change.

Yea I know it deals with the origin, because im using little soldiers and round shaped entities, meaning they dont stretch in one plane too long. Do you think if i used a distance code to calculate the distance between the camera and the entity to change models? Would this get laggy if i had about 200 units calculating distances?

As for testing the performance the only thing I know how to do is just press "D" to see the frame rate hiccup when mass high poly units are in the FOV. Is there a more detailed way I can see how the system is doing?


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