Raydium 3D Game Engine

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 Post subject: LOD (need comments)
PostPosted: Thu Jul 17, 2008 1:00 am 
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Joined: Thu Sep 29, 2005 2:59 pm
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I already have a first version of LOD(Level of Detail) working with raydium. But it's a bit "custom".
How do you think the LOD system should work?

Curently it works as this:
Everytime you load a model (named example.tri for example) then lod versions are search with names as ( LOD1-example.tri). If it exists, then is loaded and linked to the "base" model.
UGLY PART: At render time the system checks if the camera(the freemove camera in fact) is at more than 5 units in each axis from the element. If it's, then the LOD1 mesh is loaded.


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 Post subject: Experiment 1
PostPosted: Sun Jul 20, 2008 8:17 pm 
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An screenshot over here:
Image

Well I have created an improved version of wania1.tri piece (accidentally a bit darker and with an sphere to increase the polygon count). The standar wania1.tri has passed to be the LOD1 and also i've done a LOD2 with just a plane.
(new)wania1 -> 140 polygons
LOD1-wania1 -> 12 polygons
LOD2-wania1 -> 2 polygons

I've created a 250 pieces highway.
Using the common rendering (and so rendering 250 (new)wania1's): 100fps
USing the LOD with just LOD1: 130fps
USing the LOD with LOD1 and LOD2: 200fps

So it's working and (look's like) it improves the perfomance.

Note: LOD is NOT WORKING with Maniadrive, that screenshot just use one piece of track. Looks like MD is using a custom way to load objects and LOD system only works with elements loaded with raydium_ode_object_box_add (right now)


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