[gameprogrammer] Re: Level of detail rendering

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).

Other related posts: