level of detail, rendering polygons

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  1. #1

    Default level of detail, rendering polygons

    hello;

    I understand that there exists the lod modifier and also hither/yon camera
    properties;

    asside from these are there any other ideas on controlling rendered polygons?

    thanks
    dsdsdsdsd

    dsdsdsdsd Guest

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  3. #2

    Default Re: level of detail, rendering polygons

    can you explain a littel bit more what you seek?

    you can use the sds modifier to add polygones to a model, you can set the
    visibility to front, back, both and none and it is possible to use
    "removefromworld" and "addtoworld" if you want to take out complete models from
    rendering....

    cheers!

    hondo3000 Guest

  4. #3

    Default Re: level of detail, rendering polygons

    hondo3000, thanks for responding;

    I am currently using a removefromworld/addtoworld manager;

    one thing that would be very interesting is a way to not render anything that
    is not in front of the camera;

    any thoughts?

    dsdsdsdsd

    dsdsdsdsd Guest

  5. #4

    Default Re: level of detail, rendering polygons

    the shockwave3D engine renders only things that are infront of the camera. There is only the part renderred that is determined by the field of view, yon, and hither.
    hondo3000 Guest

  6. #5

    Default Re: level of detail, rendering polygons

    hondo3000, are you certain that the out-of-camera stuff is not being rendered;
    I have a five storey building; when all 5 storeys are added to world the
    character movement is very sluggish even though storeys 2-5 cannot be seen; but
    if I removefromworld storeys 2-5 the animation runs smoothly;

    NEW QUESTION : once the lod.level has been decreased to 60, is it not possible
    to get the lod.level back to 100;

    thanks
    dsdsdsdsd

    dsdsdsdsd Guest

  7. #6

    Default Re: level of detail, rendering polygons

    >are you certain that the out-of-camera stuff is not being rendered
    yes! but don't mix up "modelsunderray" with the rendering.

    I think you use a "modelsunderray" solution for collisiondetection. in this
    case you should "removefromworld" all models that don't have to be checked for
    collision and "addtoworld" them after the lines of code that handle the ray
    collision.

    check the "lifedocs" for more informations on optimizing the "modelsunderray"
    stuff, you can set a list of models that have to be checked and you can
    specifie a maximum distance. these stuff can help to make things faster.

    to the new question:
    i think changing the lod.level back to 100 should be no problem, are you sure
    you set "lod.auto=false" ?

    hondo3000 Guest

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