Jump to content

Problem with model quality using FOV and ZOOM


Chiblue
 Share

Recommended Posts

I am using a sniper simulation in my project and have a variable zoom, the problem I have is that when I am far away from an object but zooom in the object is using it's low polygon model which really does not look very realistic, should the model quality being used be based on the relative distance based on the FOV or zoom setting and not the actuall camera distance?

 

Or is there a way I can set this?

post-263-12670714277895_thumb.jpg

If it's not Tactical realism then you are just playing..

Link to comment
Share on other sites

You can't do anything about it at the moment, but it makes sense to me to add a setting to allow adjusting a global LOD distance multiplier.

 

 

 

 

Makes sense, and would be handy. Would vegetation layers using the billboarding be covered to unde a global LOD distance multiplier?

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

Link to comment
Share on other sites

Might be a bit overdue, but can't you make a function that checks if the zoom is enabled and then loops through all entities to set the lod back to 1.

 

Is there a way of identifying which models are within the camera's view?

If it's not Tactical realism then you are just playing..

Link to comment
Share on other sites

http://www.leadwerks.com/wiki/index.php?title=Entities

 

Get
EntityCulled

   * C: int EntityCulled( TEntity entity, TEntity camera )
   * C++: bool Entity::IsCulled( const Camera& cam ) const
   * BlitzMax: EntityCulled%( entity:TEntity, camera:TCamera )
   * Lua: entity:Culled( camera )
   * Pascal: function EntityCulled ( entity:THandle; camera:THandle ): Integer; 

   Returns 0 if the entity is visible from the specified camera, else 1 is returned. 

AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD

76561197984667096.png

Link to comment
Share on other sites

http://www.leadwerks.com/wiki/index.php?title=Entities

 

Get
EntityCulled

   * C: int EntityCulled( TEntity entity, TEntity camera )
   * C++: bool Entity::IsCulled( const Camera& cam ) const
   * BlitzMax: EntityCulled%( entity:TEntity, camera:TCamera )
   * Lua: entity:Culled( camera )
   * Pascal: function EntityCulled ( entity:THandle; camera:THandle ): Integer; 

   Returns 0 if the entity is visible from the specified camera, else 1 is returned. 

 

 

You could try EntityCulled but last time I tried to use it didn't work as expected. You may have to do your own field of view maths like line of sight maths then do foreachentityAABB.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...