Automatically produce low LOD versions of meshes
While Ogre has a built in LOD system which allows you to provide different versions of each mesh for different LOD levels, the current media available only provides high level meshes.
One approach to this would be to have Ember instead dynamically calculating various lower detailed meshes on the fly, to be used for lower LOD levels.
Blueprint information
- Status:
- Complete
- Approver:
- Erik Ogenvik
- Priority:
- High
- Drafter:
- Erik Ogenvik
- Direction:
- Approved
- Assignee:
- Peter Szücs
- Definition:
- Approved
- Series goal:
- None
- Implementation:
- Implemented
- Milestone target:
- None
- Started by
- Erik Ogenvik
- Completed by
- Erik Ogenvik
Related branches
Related bugs
Sprints
Whiteboard
A few quick notes and questions:
- If an artist does take the time to create LOD meshes these should be deferred to.
- Do you think the existing edge collapsing method is sufficient, or should new methods be researched and applied that are less destructive to meshes?
I've never really had the greatest of luck using the auto LOD generator in the tools so I'll be very interested to see how well this gets applied. Especially to complex structures like buildings which due to their size can be seen very far away. But this would save artists having to do alot of LOD mesh creation if it could be made to work well.
/Demarii
This is part of the task for anyone implementing this. I'm not that well versed in the various vertex reduction algorithms available to be able to say how well they would perform. I can however envision that a large many of them would fail at any complex shape. Therefore I think it's important that the process is done per model, in the model editor.
/Erik