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(→Improving models for best FlightGear performance: should be merged) |
(→Level of Detail (LOD): Template:Note) |
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=== Level of Detail (LOD) === | === Level of Detail (LOD) === | ||
* If a model has to be detailed to a ''very high'' degree, use multiple objects with different levels of detailing, and switch between them based on LOD with a [[Howto:Animate models#Range|range animation]], or split the detailed parts to make them a couple more objects that add details incrementally | {{note|Note that range animations often used for LOD are very expensive (any time you move, every range animation must be evaluated), and give a real advantage only if they remove a very large amount of details (like 1000-2000 triangles), so it's not useful in many cases of for example scenery objects or cockpit details.}} | ||
* An alternative, less expensive way to support LOD is applying a [[Howto:Animate models#Select|select animation]], that can hide an object based on some property | * If a model has to be detailed to a ''very high'' degree, use multiple objects with different levels of detailing, and switch between them based on LOD with a [[Howto:Animate models#Range|range animation]], or split the detailed parts to make them a couple more objects that add details incrementally. | ||
* An alternative, less expensive way to support LOD is applying a [[Howto:Animate models#Select|select animation]], that can hide an object based on some property, for example hiding a cars side mirrors if "detailed" level is at less than 1500m (which is the default), indicating that the user has a less powerful machine. It is less flexible, but allows everyone to enjoy your models. | |||
=== Other === | === Other === |