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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 == | |||
* Scenery tiles | * Scenery tiles | ||
== /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 == | |||
* 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". |