LOD for models?

Jan 16, 2008 at 8:32 AM
We should implement a LOD system for models that fades between LOD models based on a GraphicsLevel variable. The number of LOD accepted by the engine would be based on the GraphicsLevel enum and this can not be a constant anymore, allowing the user to change this in runtime.
If the user choose "Low", the engine will only render the last LOD model( If the model have any LOD model. If the user don't add any LOD model, the engine will render only the original model.), etc.
The user should insert LOD models for each model is he wants to be working with the LOD system.
The system will fade between the models based on each LODitems' Min and Max distance.

When adding a model inside the engine, the user will be able to also add the LOD models for it. And when he saves the scene, this is more or less how the LOD will be inside the scene file:
...
<LOD>
    <LODDistance Min="10" Max="10" /> // Min and Max distance for the original Model
    <LODCount>2</LODCount>  // The amount of LOD items
    <LODitem>
        <LODDistance Min="10" Max="10" /> // Min and Max distance for the first LOD Model
        <Model>p1_wedge_LOD1</Model> // The model for the the first LOD level
    </LODitem>
    <LODitem>
        <LODDistance Min="10" Max="10" /> // Min and Max distance for the second LOD Model
        <Model>p1_wedge_LOD2</Model> // The model for the the second LOD level
    </LODitem>
</LOD>
...
Jan 16, 2008 at 10:15 AM
Sounds good. But I think that we should have a fixed number of LODs we should let the game developers decide how many lods they want for their game.
Coordinator
Jan 16, 2008 at 6:44 PM
There was already a discussion on this, I just don't remember in which thread :Op