Notice: Trying to access array offset on value of type bool in /srv/http/osirion/tracker/scripts/details.php on line 222 FS#38 : Distance LOD for Patch Meshes

Project::OSiRiON

  • Status Closed
  • Percent Complete
    0%
  • Task Type Feature Request
  • Category src → render
  • Assigned To
    Stijn Buys
  • Operating System All
  • Severity Low
  • Priority Very Low
  • Reported Version Development
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: Project::OSiRiON
Opened by Evan Goers - 2011-03-25
Last edited by Evan Goers - 2011-05-09

FS#38 - Distance LOD for Patch Meshes

Patch Meshes currently render at a fixed subdivisioning at all distances, making the extra polys sometimes useless when the player is far enough away. Distance LOD would drastically reduce the amount of polygons generated by patch meshes in the distance. This would probably result in some accuracy issues when two patch meshes are next to each other, but probably wouldn't be seen due to their distance. This is an acceptable tradeoff for increased performance(and it would have a configurable minimum subdivision level).

As I understand it though, patch meshes are presubdivided as the model is loaded, which would make this difficult to implement. As with a few of my other feature requests, there is example code in ioquake3 that does this.

Closed by  Evan Goers
Monday, 09 May 2011, 09:23 GMT
Reason for closing:  Won't implement
Additional comments about closing:  Patch subdivisioning is handled during map load time and are baked into static meshes, making this impossible at runtime.
Admin
Stijn Buys commented on Monday, 28 March 2011, 11:08 GMT

LOD needs an entirely different and general solution, that is not limited to patches.

Evan Goers commented on Monday, 28 March 2011, 22:02 GMT

Patches, however have the advantage of being generated from points.

Perhaps an easier solution would be to have a subdivision cap via a cvar?

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