Thread: Level of detail
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Old 01-07-2012, 06:35 PM
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Tabasco
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LoD is a technique for decimating meshes based on distance without distorting UV's, similar to mip-mapping with textures. The idea is that a geometrically complex object is already obscure past X distance (or X1, X2, X3, etc. for various levels), so we either use an algorithm to generalize the surface and UV's (that's texture coordinates) or store pre-decimated meshes that get displayed at the specified visual ranges.

If you don't see a difference you might not be looking at distant enough objects, or the function is doing its job really well. Since many EQ models are extremely low-poly by today's standards, it stands to be more noticeable in newer zones with fancier geometry and textures.

http://habibs.files.wordpress.com/20..._of_detail.jpg

Edit: What he said ^^
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