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LoD/billboarding on an entity?
Posted: Sat Dec 15, 2012 8:18 pm
by Khorne
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?
Posted: Sun Dec 16, 2012 7:13 pm
by Comtois
I have a program with about 200,000 billboards that I would like to be able to switch into entities as the camera approaches.
so your entity will be a plane using the billboard's material ?
Re: LoD/billboarding on an entity?
Posted: Wed Dec 19, 2012 5:05 pm
by Num3
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).
Re: LoD/billboarding on an entity?
Posted: Wed Dec 19, 2012 7:41 pm
by Khorne
Comtois wrote:so your entity will be a plane using the billboard's material ?
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.
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).
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.
Re: LoD/billboarding on an entity?
Posted: Sun Dec 23, 2012 9:13 pm
by Num3
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....
Re: LoD/billboarding on an entity?
Posted: Tue Dec 25, 2012 12:46 am
by Khorne
Num3 wrote:OGRE meshes can be saved with pre-calculated LOD levels, but it only effects the polygon count.
Thanks, that's working perfectly!