With regard to what lostclimategames said You could perhaps try to see how tall or wide a mesh is in screen space (That is, the amount of pixels it has in the greatest side of the rectangle that contains the rendered image of the object), and when the mesh height or width is below that limit, you can switch to a lower level of detail because it is far/small enough for you to render it into a more complex way.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Hey Dlangdev, could you also give some insight into how you textured that level with all the archways? Since there is a lot of repition, did you use a texture for each repeat, or are they all in one texture? I'm just curious since I'm trying to get back into modelling.
Halifax: One texture was used for all arches that have two tones, another texture was used for one color only. The lightmap was applied as the second texture.
For normal mapping, the lightmap was replaced with a normal map, and a light node was used to interact with the normalmap.
Here is some of my latest shader work with irrlicht.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Hey dlangdev what are u actually trying to achieve with those imges?
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.