[gameprogrammer] Re: Level of detail rendering
- From: "Alan Wolfe" <alan.wolfe@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 4 Apr 2006 15:11:23 -0700
I just thought of something else, origionaly i was thinking the billboards
would be rendered fully, but theres no reason why you cant use another LOD
technique such as ROAM or who knows what when rendering your billboards too.
Interesting on the imposter dimensions, i bet if there was fog or something,
you could even lower the resolution on the imposters if you wanted to save
video memory
On 4/4/06, Charlie Lobo <charlie.lobo@xxxxxxxxx> wrote:
>
> Well, yes the billboards would take more memory, but then again,
> impostors is to ligthen the load on the CPU and put more on the the memory.
> So it's all about balancing how much we want to put where. Again, it's about
> balancing it. I don't think it's hard to get pixel perfect, just make sure
> you render with some dimensions (say that the image is 5km high and 13km
> long) and make sure that the dimensions are the same as the enviorment
> dimensions.
> And now that I think of it, the best solution is that at a certain
> distance an impostor is used. Whenever there is an angle change you just
> re-render the impostor, in the worst case scenario you'd had to re-render
> every frame which would be as before. The distance to use an impostor might
> be quite a lot really, first there would the loss of model detail, then
> texture detail, then objects would dissapear (trees become a texture), this
> could be streched a lot without loosing too much detail before actually
> needing an impostor. Because impostors are so and so far, you can also
> calculate how high must the resolution be in actual pixels. Say if the
> imposotor is used when you're average mountain is just 250x1000 pixels would
> not be the same case if the mountain was actually bigger than the resolution
> screen used (which is quite possible).
>
- References:
- [gameprogrammer] Re: Level of detail rendering
- From: Leighton Haynes
- [gameprogrammer] Re: Level of detail rendering
- From: Charlie Lobo
- [gameprogrammer] Re: Level of detail rendering
- From: Alan Wolfe
- [gameprogrammer] Re: Level of detail rendering
- From: Charlie Lobo
- [gameprogrammer] Re: Level of detail rendering
- From: Alan Wolfe
- [gameprogrammer] Re: Level of detail rendering
- From: Charlie Lobo
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- » [gameprogrammer] Re: Level of detail rendering
- » [gameprogrammer] Re: Level of detail rendering
- » [gameprogrammer] Re: Level of detail rendering
- » [gameprogrammer] Re: Level of detail rendering
- » [gameprogrammer] Re: Level of detail rendering
- » [gameprogrammer] Re: Level of detail rendering
- » [gameprogrammer] Re: Level of detail rendering
- » [gameprogrammer] Re: Level of detail rendering
- » [gameprogrammer] Re: Level of detail rendering
- » [gameprogrammer] Re: Level of detail rendering
- » [gameprogrammer] Re: Level of detail rendering
- » [gameprogrammer] Re: Level of detail rendering
- » [gameprogrammer] Re: Level of detail rendering
- [gameprogrammer] Re: Level of detail rendering
- From: Leighton Haynes
- [gameprogrammer] Re: Level of detail rendering
- From: Charlie Lobo
- [gameprogrammer] Re: Level of detail rendering
- From: Alan Wolfe
- [gameprogrammer] Re: Level of detail rendering
- From: Charlie Lobo
- [gameprogrammer] Re: Level of detail rendering
- From: Alan Wolfe
- [gameprogrammer] Re: Level of detail rendering
- From: Charlie Lobo