[gameprogrammer] Re: Level of detail rendering
- From: Bob Pendleton <bob@xxxxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Wed, 05 Apr 2006 17:55:12 -0500
On Fri, 2006-03-31 at 10:08 -0800, Alan Wolfe wrote:
> Hey everyone,
>
> I find alot of ideas you come up with tend to already be done or have
> tried and failed for some reason :P
>
> but, I had an idea for LOD i thought i'd kick around see what you guys
> thought.
>
> W/ LOD, distant objects don't need much detail, but what i was
> thinking is that they are also pretty static when you get really far
> away.
>
> So static for instance, that a really distant mountain is often just a
> skybox :P
>
> so, my idea was this, what if when an object got really far away, It
> rendered the object to a surface and just displayed it as a quad until
> it either needed ot start rendering it as a 3d model again, or until
> it needed to update the quad due to the player viewing it from a
> different angle.
>
> I know with changing lighting and other things it would make this
> technique not work so well, but if we're talking about an outdoors
> scene where the global lighting changes slowly, maybe it would work
> out good.
>
> What do you guys think? Has this been tried before?
That technique has been used in flight simulators going back to the mid
1970s. Works great.
Bob Pendleton
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- » [gameprogrammer] Re: Level of detail rendering
- [gameprogrammer] Re: Level of detail rendering
- From: Andy Hynes
- [gameprogrammer] Re: Level of detail rendering
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