Daniel E. Shipton wrote:
>
>
> On 11/7/06, *Marcus Lindblom* <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> 
> wrote:
>
>     Daniel E. Shipton wrote:
>     >
>     >
>     > On 11/7/06, *Marcus Lindblom* <[EMAIL PROTECTED]
>     <mailto:[EMAIL PROTECTED]> <mailto:[EMAIL PROTECTED] <mailto:[EMAIL 
> PROTECTED]>>>
>     wrote:
>     >
>     >     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.
>     >
>     >
>     > The math should be the same so go ahead and use what you
>     need.  What
>     > do you mean  by backporting?
>     Back-porting  taking something in a new version and putting it in an
>     earlier version. But I suppose I should be able to pull out what I
>     need
>     from the 2.0 sources.
>
>
>  I know what backporting is ;)
Yeah, sorry. It's late afternoon here and my brain is turning into jello. ;)
> I meant, do you want the ScreenLOD backported or just the math?
Just the math. But as Dirk said, there might be math somewhere already. 
I'm investigating. :)

/Marcus

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