Level Of Detail (LOD) Ranges: Difference between revisions

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(LOD page)
 
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They are used to control the loading and visibility of scenery elements as follows:
They are used to control the loading and visibility of scenery elements as follows:


[/sim/static-lod/bare]
== /sim/static-lod/bare ==
* Scenery tiles
* Scenery tiles


[/sim/static-lod/rough]
== /sim/static-lod/rough ==
* Objects listed in scenery STG files using OBJECT_STATIC or OBJECT_SHARED verbs
* Objects listed in scenery STG files using OBJECT_STATIC or OBJECT_SHARED verbs
* Random scenery objects
* Random scenery objects
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* Building meshes using OBJECT_BUILDING_MESH_ROUGH.  (Additional 1414m is added as these meshes are 2000mx2000m)
* Building meshes using OBJECT_BUILDING_MESH_ROUGH.  (Additional 1414m is added as these meshes are 2000mx2000m)


The actual visibility range is randomly distributed from /sim/static-lod/rough to twice /sim/static-lod/rough, to reduce apparent popping.
The actual visibility range is randomly distributed from /sim/static-lod/rough to twice /sim/static-lod/rough, to reduce apparent "popping".


[/sim/static-lod/detailed]
== /sim/static-lod/detailed ==
* Building meshes using OBJECT_BUILDING_MESH_DETAILED (Additional 1414m is added as these meshes are 2000mx2000m)
* Building meshes using OBJECT_BUILDING_MESH_DETAILED (Additional 1414m is added as these meshes are 2000mx2000m)
The actual visibility range is randomly distributed from /sim/static-lod/rough to twice /sim/static-lod/rough, to reduce apparent "popping".

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