> --- Ursprüngliche Nachricht ---
> Von: <[EMAIL PROTECTED]>
> An: [email protected]
> Betreff: Re: [Flightgear-users] New model for Eiffel Tower
> Datum: Wed, 29 Mar 2006 09:55:53 -0500
> 
> 
> Josh Babcock wrote on Wed, 29 Mar 2006 10:10:13 -0500
> 
> > 
> > Wonderful. 
> 
> Thanks for the compliment.
> 
> > Do you plan on making a high-rez version of this with LOD? As
> > you learn more about modeling for FG you will be able to add lot's of
> > detail  and many features to this model. It's a good choice to learn on.
> 
> What is LOD?

Level Of Details.


Common practice is to build two 3d models of the same object, being the
first high-poly and the second low-poly.

The first will have nice details and will look great when very close to it
but it will take much computer resources to render.
The second will have few details but will look good enough when the aircraft
is far from it and it will not use much resources to be rendered.

You can then create an .xml file that tells FG to load the high-poly version
when the distance from the aircraft is less then a fixed size, and then load
the low-poly when the aircraft's distance is more then that. The "range"
animation inside the .xml file is the key to set that range distances.

I suggest you take a look at the big-apartment.xml file in FlighGear.

 <path>big-apartment.ac</path>
 <animation>
  <type>range</type>
  <min-m>0</min-m>
  <max-m>10000</max-m>
 </animation> 

That tells FG to load big-apartment.ac 3d object if the the distance between
the object and the point of view is more then 0 and less then 10000 meters.
When the point of view is more then 10000 meters far then the object will
not be displayed; that helps with performance, since that way those objects
which are too distant will not be rendered.

You can use a variation of that technique in order to display high-poly at
low distance and low-poly at higher distance (and then maybe not display
anything at even higher distance).

  Roberto



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