On 8 Apr 2013, at 09:57, Stuart Buchanan <stuar...@gmail.com> wrote:

>> * Just how are the LOD ranges defined in the view menu used? I am genuinely 
>> confused, I understand that LOD bare sets the terrain, but that's the limit. 
>> Does anyone know?
> 
> To my embarrassment, I don't know how they are used, except to say
> that they aren't used for tree, random buildings, and (probably)
> random objects.
> That's probably a bug.

I would say the whole LOD management needs to be reviewed and tweaked to get a 
bit more control, a (hopefully) simpler UI, plus the 'auto-LOD' I've suggested 
before. It's on my medium-term ToDo list, but definitely not short-term. If you 
find nasty things in the area of LOD, I would suggest recording / reporting 
them, but judge for yourself if it's worth investing time in making changes 
around the periphery. (Of course if anyone wants to really dive into that area 
I would be delighted, but best to sync up with Mathias about his SPT work, 
before writing any code).

For Stuart's specific example, there probably needs to be top-level (per-tile) 
LOD which parents *all* the objects (static, shared, and random veg/buildings), 
and probably a shared quad-tree of LOD nodes (again for all kinds of objects) 
instead of the current scheme where each class of object has its own 
independent quad-tree (or doesn't). With some unified control over the ranges 
and bias for such a scheme (and maybe larger static objects are tagged and go 
higher up the quad-tree, so are visible further away than vegetation), this 
ought to be usable with a 'bias' control, and no tweaking of ranges at all (in 
the UI).

If anyone wished to look at doing that, I'm sure Stuart and myself could point 
them in the right direction. (Or I'll get to it 'at some point')

Regards,
James


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