Level of detail: Difference between revisions
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'''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 moderate memory/disk size increase. | |||
}} | |||
'''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 | |||
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]]{{hl2}}. | 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]]{{hl2}}. | ||
==See Also== | ==See Also== | ||
* [[LOD Models]], a good tutorial on making LODs | * [[LOD Models]], a good tutorial on making LODs | ||
* | * {{ent|$lod}} | ||
* [[MIP Mapping]], the texture equivalent of LODs | * [[MIP Mapping]], the texture equivalent of LODs | ||
* [[ | * {{ent|func_lod}}, a [[brush entity]] (fades out, not really LOD) | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 16:20, 30 April 2022
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 moderate 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, a brush entity (fades out, not really LOD)