LoD/billboarding on an entity?
LoD/billboarding on an entity?
Is there a way to make an entity use different meshes or switch to a billboard as its distance from the camera decreases (or the other way around, switch a billboard to an entity)? I have a program with about 200,000 billboards that I would like to be able to switch into entities as the camera approaches.
Re: LoD/billboarding on an entity?
so your entity will be a plane using the billboard's material ?I have a program with about 200,000 billboards that I would like to be able to switch into entities as the camera approaches.
Please correct my english
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Num3
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Re: LoD/billboarding on an entity?
You have to code it yourself...
I don't know if you know this, but this is the technique used in Farcry (CryEngine) to do the massive jungle scenarios (after a certain distance all the vegetation meshes are replaced by static billboards).
I don't know if you know this, but this is the technique used in Farcry (CryEngine) to do the massive jungle scenarios (after a certain distance all the vegetation meshes are replaced by static billboards).
Re: LoD/billboarding on an entity?
Not quite. My entities represent stars and I want to have a model and decent shader/lens flare loaded when the camera is close, but don't want 199,999 × 14 extra faces in the scene.Comtois wrote:so your entity will be a plane using the billboard's material ?
Thanks. I am aware that that's how it's done, but I wasn't sure if I had to code it myself in PB or if OGRE already had LoD support covered.Num3 wrote:You have to code it yourself...
I don't know if you know this, but this is the technique used in Farcry (CryEngine) to do the massive jungle scenarios (after a certain distance all the vegetation meshes are replaced by static billboards).
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Num3
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Re: LoD/billboarding on an entity?
OGRE meshes can be saved with pre-calculated LOD levels, but it only effects the polygon count.
AFAIK the engine itself does a texture LOD on-the-fly when they are loaded, but in terms of model meshes it does not....
AFAIK the engine itself does a texture LOD on-the-fly when they are loaded, but in terms of model meshes it does not....
Re: LoD/billboarding on an entity?
Thanks, that's working perfectly!Num3 wrote:OGRE meshes can be saved with pre-calculated LOD levels, but it only effects the polygon count.

