Hi Andreas,
I have said as much as need or even can say, I'm not going to
contribute this thread any longer, my time is too much under demand.
Robert.
On 12/18/06, Andreas Helbling <[EMAIL PROTECTED]> wrote:
Hi Robert,
I think I understand your point, thank you so far :-)
So, if I have this scene graph structure:
MatrixTransform (uniform scale = S = 1.0)
\- LOD mode (range = [0, 100])
\- Model
(the model has no LOD information and is culled out if it is farther
than 100 units away from the eye point.)
You would say that the model is visible for up to 400 units if
you would set S to 4.0 ?
(This is how my application behaves now...)
This makes sense, if you want to cull out stuff that becomes too small
when moving away from them.
I want to set a LOD range where the model is culled if the distance to
the eye point (in world coordinates) is larger than 100 units, no matter
what transformations are applied above.
In my application it should be possible to set a max. visible distance
of 100 meters,
no matter how big or how much scaled the object really is.
(Is this a stupid feature ?)
best regards,
helb
Robert Osfield wrote:
> Hi Andreas,
>
> On 12/18/06, Andreas Helbling <[EMAIL PROTECTED]> wrote:
>> So I have to update the ranges for my LOD node everytime the scale for
>> the model changes?
>> Is there a standard way to do that ?
>
> You shouldn't need to do any, LOD ranges should always be in the LOD
> nodes local coordinate frame end of story, no need to ever update.
>
> The LOD is about controlling the representation used a given ranges,
> these ranges are set up w.r.t what subgraphs look acceptable when
> projected onto the screen coordinates - once you accumulate all the
> transforms. By transforming the eye into local coordinates and then
> doing the distance comparisons in local coordinates the correct
> selection is chosen irrespective on what transforms are applied
> above. THIS IS A GOOD THING!!!!!
>
> Robert.
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>
>
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