Level of detail: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 3: Line 3:
}}
}}


'''Level of Detail''' ('''LOD''') is the principle of storing low-detail versions of an asset in memory and switching to them when the object is small/distant. This reduces the amount of processing required at the cost of increased memory size.
'''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.


Care should be taken to ensure that the player does not notice the "pop" between LODs.
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==
== LOD in Source ==
* [[LOD Models]], a good tutorial on making LODs
 
* [[Level of detail]]
* [[LOD Models]] / <code>[[$lod]]</code>
* [[$lod]]
* [[MIP Mapping]]
* [[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 22:12, 20 May 2018

Template:Otherlang2

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 HazardHalf-Life 2.

See Also