History: -LOD
Source of version: 4 (current)
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__LOD__ - Level of Detail. This refers to the reduction or the increase of the complexity of a ((mesh)), usually at different viewing distances.
The LOD calculation for the ((Terrain Scene Manager)) is based on [http://www.flipcode.com/articles/article_geomipmaps.pdf|this paper].
See also ((Mipmapping)).
{DL()}
Examples:: {DL}
{img src="img/wiki_up/LevelOfDetail-1.png" alt="LevelOfDetail-1.png"} {img src="img/wiki_up/LevelOfDetail-2.jpg" alt="LevelOfDetail-2.jpg"} {img src="img/wiki_up/LevelOfDetail-3.jpg" alt="LevelOfDetail-3.jpg"}
The next picture is a grid for demonstrating a quadtree-based LOD system.
It was created by user ((User:JohnJ|JohnJ)) and published in [http://www.ogre3d.org/forums/viewtopic.php?f=11&t=39254&p=271855#p271855|this thread].
He moved to a point on the ground, froze the LOD state, then backed off into space where you can see the effect. The LOD parameters were also modified to make the effect more visible.
{img src="img/wiki_up/QuadTree-based-LOD-system.jpg" alt="QuadTree-based-LOD-system.jpg"}
!!See also
* http://en.wikipedia.org/wiki/Level_of_detail
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