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ofp:modeling:lod [2007-07-13 00:04] snakeman |
ofp:modeling:lod [2017-10-06 20:24] (current) snakeman http to https switch. |
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What's a LOD? | What's a LOD? | ||
- | {{http://tactical.nekromantix.com/images/wiki/LODs.gif}} | + | {{https://pmc.editing.wiki/images/LODs.gif}} |
LOD means Level of Detail, and is a method of defining, via different variations of a model, how high or low the viewable quality of the model should be, and how it should interact with the environment. | LOD means Level of Detail, and is a method of defining, via different variations of a model, how high or low the viewable quality of the model should be, and how it should interact with the environment. | ||
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====== <resolution> ====== | ====== <resolution> ====== | ||
- | {{ http://tactical.nekromantix.com/images/wiki/Truck-ResLOD.jpg}} | + | {{ https://pmc.editing.wiki/images/Truck-ResLOD.jpg}} |
Defines which model to use, depending on several, interdependent in-game conditions (view-distance, number of objects, video quality, CPU utilization, etc). | Defines which model to use, depending on several, interdependent in-game conditions (view-distance, number of objects, video quality, CPU utilization, etc). | ||
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====== Geometry ====== | ====== Geometry ====== | ||
- | {{http://tactical.nekromantix.com/images/wiki/Truck-GeoLOD.gif}} | + | {{https://pmc.editing.wiki/images/Truck-GeoLOD.gif}} |
Defines where the model will collide with other objects. Should be //very// simple, and has to fulfil the following criteria in order to work: | Defines where the model will collide with other objects. Should be //very// simple, and has to fulfil the following criteria in order to work: | ||
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====== View - Cargo ====== | ====== View - Cargo ====== | ||
- | {{ http://tactical.nekromantix.com/images/wiki/Truck-View-Cargo.jpg}} | + | {{ https://pmc.editing.wiki/images/Truck-View-Cargo.jpg}} |
What a cargo passenger can see of the model. | What a cargo passenger can see of the model. | ||