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 moderate memory/disk size increase.


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* [[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)
* {{Ent|func_lod}}, a [[brush entity]] (fades out, not really LOD)
[[Category:Glossary]]
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Revision as of 07:47, 12 July 2024

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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.

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.

Warning.pngWarning:Counter-Strike: Global Offensive Counter-Strike: Global Offensive does not support LODs at all, or it is possibly broken due to updates[confirm].

See also


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