Level of detail: Difference between revisions
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m (→See Also: removed "Level of detail" link, as it redirects to this exact page.) |
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==See Also== | ==See Also== | ||
* [[LOD Models]], a good tutorial on making LODs | * [[LOD Models]], a good tutorial on making LODs | ||
* [[$lod]] | * [[$lod]] | ||
* [[MIP Mapping]], the texture equivalent of LODs | * [[MIP Mapping]], the texture equivalent of LODs | ||
* [[func_lod]] (fades out, not really LOD) | * [[func_lod]] (fades out, not really LOD) | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 07:36, 24 May 2020
Level of Detail (LOD) is the principle of having lower-detail versions of models in memory and switching to them when the object is small/distant. This saves a lot of unneeded processing power at the cost of a not too big memory/disk size increase.
Model LODs change instantly. Be careful that your LODs do not create visual noise when changing, it can be distracting. An example of this can be seen on some tree props in Water Hazard.
See Also
- LOD Models, a good tutorial on making LODs
- $lod
- MIP Mapping, the texture equivalent of LODs
- func_lod (fades out, not really LOD)