Which do you guys think is best when I want to be able to switch between detail-level-nodes depending on the distance or something similar.
1. Create a dummy-node with several child nodes for each detail-level and make the best one visible and all the others invisible?
2. Create all nodes separate and keep track of them myself and make them visible/invisible?
3. Add/Remove the nodes? (I don't really think that's a good one)
4. Something else?
Obviously, the first one is the best one (provided that there is no reasonable 4th method) when you think practically, (one setting for all detail-levels) but... is it also the best one in terms of speed or are there better ways to do it?
Cheers!
D.
Node/Distance optimization
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You should create a custom LOD scene node, which does something between 1 and 2 in that the scene node logic takes care of the various models and makes the best matching one the visible one. If you give it a nice interface (adding/removing detail levels, representing the distance values nicely, ...) you can also submit this for integration into the core, because I'd like to have a DLOD scene node
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Hey, thanks for volunteering to do this!
How do you see the distance algorithm working out? I was thinking that what really matters isn't the distance per se, but the size of the object on screen, so the factors are: distance, camera FOV, and object size. Did I miss any?
How do you see the distance algorithm working out? I was thinking that what really matters isn't the distance per se, but the size of the object on screen, so the factors are: distance, camera FOV, and object size. Did I miss any?
Please upload candidate patches to the tracker.
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