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gamedev:lod [2012/12/03 14:47] – dragonlord | gamedev:lod [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord | ||
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LOD versions of models are directly stored in the model itself and thus directly stored in the model files themselves. This has been chosen to keep files organized. LOD meshes and their base mesh are so closely linked separating them produces a lot of extra synchronization and management code that just doesn' | LOD versions of models are directly stored in the model itself and thus directly stored in the model files themselves. This has been chosen to keep files organized. LOD meshes and their base mesh are so closely linked separating them produces a lot of extra synchronization and management code that just doesn' | ||
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+ | LOD meshes work perfectly together with **[[gamedev: | ||
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====== LOD Metric ====== | ====== LOD Metric ====== | ||
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====== Blender3D Export Scripts ====== | ====== Blender3D Export Scripts ====== | ||
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To help artists check the fitness of their LOD meshes the scripts include also a LOD metric calculation based on the LOD metric describe in this page. To use this tool select the base mesh and then the LOD mesh. You can select also two LOD meshes. The meshes are not requied to be linked yet or to be directly next to each other in the LOD chain. Press then the "**LOD Max Err**" or the "**+ Avg Err**" button. The maximum and average error is then displayed underneath in meters. A max error of 3-5mm is an optimal value. Smaller than this and the LOD mesh might be skipped often if it is not the last LOD mesh in the chain. A max error up to 0.5-1cm is a good value. With most meshes you will have a max error of 0.5-1cm. For higher LOD meshes the max error should be around 4-5x the max error of the base mesh to the previous LOD mesh. Hence if the max error from LOD-0 to LOD-1 is 4mm then a good max error from LOD-1 to LOD-2 is 1.6-2cm. Of course you can choose different scales if you like. These are values proving good LOD changing steps. The OpenGL Graphic Module allows to visualize LOD levels if you want to get a closer look. | To help artists check the fitness of their LOD meshes the scripts include also a LOD metric calculation based on the LOD metric describe in this page. To use this tool select the base mesh and then the LOD mesh. You can select also two LOD meshes. The meshes are not requied to be linked yet or to be directly next to each other in the LOD chain. Press then the "**LOD Max Err**" or the "**+ Avg Err**" button. The maximum and average error is then displayed underneath in meters. A max error of 3-5mm is an optimal value. Smaller than this and the LOD mesh might be skipped often if it is not the last LOD mesh in the chain. A max error up to 0.5-1cm is a good value. With most meshes you will have a max error of 0.5-1cm. For higher LOD meshes the max error should be around 4-5x the max error of the base mesh to the previous LOD mesh. Hence if the max error from LOD-0 to LOD-1 is 4mm then a good max error from LOD-1 to LOD-2 is 1.6-2cm. Of course you can choose different scales if you like. These are values proving good LOD changing steps. The OpenGL Graphic Module allows to visualize LOD levels if you want to get a closer look. | ||
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+ | ====== Advanced Usage ====== | ||
+ | An advanced use of the LOD System can be found on the **[[gamedev: | ||
====== Examples ====== | ====== Examples ====== | ||
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<WRAP center box 450px> | <WRAP center box 450px> | ||
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<WRAP center box 450px> | <WRAP center box 450px> | ||
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<WRAP centeralign> | <WRAP centeralign> | ||
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