Talk:Func lod: Difference between revisions

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==When to Use?==
==When to Use?==
Wouldn't this object be useful even for smaller geometry that is visible from a very large distance? I'm curious to know how much, exactly, the additional cost of calculating whether or not it renders is and what the threshold required for using this object typically is. -[[User:Corion|Corion]] 23:19, 10 August 2009 (UTC)
Wouldn't this object be useful even for smaller geometry that is visible from a very large distance? I'm curious to know how much, exactly, the additional cost of calculating whether or not it renders is and what the threshold required for using this object typically is. -[[User:Corion|Corion]] 23:19, 10 August 2009 (UTC)
:You could use func_lod with small details in a small area, like brush objects protuding from a wall, which are not essential for gameplay from larger distances. As far as i know, since the point from which fading is calculated is the center of all the brushes in the entity, having a series of brushes in a large area tied to one func_lod will cause nearer brushes to fade out faster than you would like, so you with caution. [[User:Solokiller|Solokiller]] 10:51, 11 August 2009 (UTC)

Revision as of 03:51, 11 August 2009

When to Use?

Wouldn't this object be useful even for smaller geometry that is visible from a very large distance? I'm curious to know how much, exactly, the additional cost of calculating whether or not it renders is and what the threshold required for using this object typically is. -Corion 23:19, 10 August 2009 (UTC)

You could use func_lod with small details in a small area, like brush objects protuding from a wall, which are not essential for gameplay from larger distances. As far as i know, since the point from which fading is calculated is the center of all the brushes in the entity, having a series of brushes in a large area tied to one func_lod will cause nearer brushes to fade out faster than you would like, so you with caution. Solokiller 10:51, 11 August 2009 (UTC)