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 > >