[pythian] Re: CODE - sorting, models, transparency

  • From: mike@xxxxxxxxxxxxx
  • To: pythian@xxxxxxxxxxxxx
  • Date: Thu, 11 Jul 2002 12:34:19 -0500

Cal3D supports decent DLOD capabilities, so that really isn't a big worry

On Thu, Jul 11, 2002 at 12:03:23AM -0700, Darryl Long wrote:
> 
> >
> >
> >we could just render them classic way with all solid geometry in a gl list
> >and all transparent geometry in back to front order... all alpha settings
> >should be normal. I have used this for rendering transparent map geometry in
> >phase1... do you remember?
> >  
> >
> Yes, and we still have a transparency queue for transparent geometry 
> (we're not using it yet, though).  But this isn't map geometry, these 
> are objects.
> 
> >there are some good papers about dynamic lod... I am not thinking about
> >using DLOD models right in the engine but about using DLOD mechanism in
> >converter tool. This tool should save all lods same way as mipmaps are
> >saved.
> >
> Yes, that was my intention.  I don't want DLOD, since we want the CPU 
> time for other things.  I just want 3 CLODs: near, medium and far. 
>  Generating these with a tool is a good idea, but we must also allow for 
> other options.  For some objects, like a small bush, I just want a 
> view-relative sprite (like a particle) for the far LOD.
> 
> I am wondering how we will have LOD for Cal3D models.  It may be that we 
> can not do this.
> 
> Darryl
> 
> 

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