Daniel E. Shipton wrote:
> As for the algorithm I used, I took the knowledge I had gained working 
> on the occlusion culling for 2.0 and used it to create the algorithm 
> for switching LODs.  It basically takes into account how much screen 
> size an objects bounding box would take up and also how fast the 
> triangles degrade within the node. It seems to work pretty well and 
> the objects that are taking up the most screen real estate are always 
> rendered in high detail.
Would it be possible to back-port some code into 1.8 to get a function 
that would give me a conservative screen-space bounding box of a volume, 
given a camera?

I'd like to use it as scissor value to avoid some unecessary 
pixel-processing when compositing a few layers in my app.

Cheers,
/Marcus



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