Chiblue Posted February 25, 2010 Share Posted February 25, 2010 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? Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Josh Posted February 25, 2010 Share Posted February 25, 2010 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. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Rick Posted February 25, 2010 Share Posted February 25, 2010 You can't do anything about it at the moment Well, he could not have LOD's and just have the 1 mesh. Sure it'll add polys but he won't have this issue. Quote Link to comment Share on other sites More sharing options...
Chiblue Posted February 25, 2010 Author Share Posted February 25, 2010 For now I will avoid using lid but performane maybe an issue. Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
AggrorJorn Posted February 25, 2010 Share Posted February 25, 2010 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. Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 25, 2010 Share Posted February 25, 2010 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? Quote 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 More sharing options...
Chiblue Posted February 25, 2010 Author Share Posted February 25, 2010 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? Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 25, 2010 Share Posted February 25, 2010 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. Quote AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD Link to comment Share on other sites More sharing options...
Chris Paulson Posted February 25, 2010 Share Posted February 25, 2010 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. Quote Link to comment Share on other sites More sharing options...
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