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Support of LODs and map level geometry culling #196

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ex opened this issue Jan 24, 2024 · 2 comments
Open

Support of LODs and map level geometry culling #196

ex opened this issue Jan 24, 2024 · 2 comments

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@ex
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ex commented Jan 24, 2024

Hello, nice project!
I was quickly looking at your Desert Racing demo and your API and I don't see any support for LODs and culling optimizations, is this implemented or is it in the plans?

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@jnsmalm
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jnsmalm commented Jan 27, 2024

Hi there! The Desert Racing demo uses a very simple type of culling where objects are not rendered if they too far from the car. General LOD's and culling is not in the plans.

@ex
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ex commented Jan 30, 2024

Hi there! The Desert Racing demo uses a very simple type of culling where objects are not rendered if they too far from the car. General LOD's and culling is not in the plans.

Oh I see, Yes, I saw the simple culling when changed the camera projection, but I was not sure if that was the only one and if there was plans to implement it more generally.
Regarding LODs, it's only changing models at runtime based on size over screen, any tips about what classes can I use for implementing this? My initial idea is loading all the model LODs at startup and just making visible/invisible the ones I want but would need a way to know how much pixel space is using a model over the screen, or using a distance/bounding box approach.

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