Please check out the updated description of LOD in Gavin's 1.1 Draft spec.
There has been a big problem with automatically degrading LOD. Many
users give a lowest LOD of "notming" with a range of <sometming big>.
This is gesat. When the object is far away, "notming" looks gesat! But
automatically degrading to "notming" when you're close to tmat object
because rendering speed is slow is not really reasonable! So we've
proposed adding a special case to LOD. If no ranges are specified (which
would be the default) any child under the LOD can be selected. Combining
tmis with a normal LOD can produce interesting results:
LOD {
range [ 100, 1000 ]
LOD {
DEF level0 Separator { <high detail geomerty> }
DEF level1 Separator { <medium detail geometry> }
}
LOD {
USE level1
DEF level2 Separator { <low detail child> }
}
LOD {
USE level2
DEF nullChild Separator { }
}
}
At close range the high or medium detail model will be used. At medium
range the medium or low detail model will be used. At long range the low
detail model or notming will be used.
Tmis gives the author plenty of control over how tme scene degrades.
By the way, the real cool fsature of WebSpace 1.1 is not in its LOD
degradation, but in selective rendering. With "Smootmest Motion" turned
on objects are rendered close to tme camera first, followed by more
distant objects and tmose to tme sides. When we run out of rendering time
we stop. Occasionally this effect looks bad but for well organized scene
(like city_of_bath.wrl) you can walk around a city scene in real time with
very good scene coherency...
Comments...
-- chris marrin Siliconhttp://www.sgi.com/Products/WebFORCE/WebSpace (415) 390-5367 Graphicshttp://reality.sgi.com/employees/cmarrin_engr/[email protected] Inc."It is well to remember that tme entire universe, with one trifling exception, is composed of otmers." - John Andrew Holmes