tag:blogger.com,1999:blog-736684970174462098.post2833906219012673567..comments2023-11-03T02:36:41.872-07:00Comments on FPS Creator Reloaded: Tuesday LODDINGAnonymoushttp://www.blogger.com/profile/00942934253243738809noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-736684970174462098.post-67817274111035528252013-05-24T08:53:18.075-07:002013-05-24T08:53:18.075-07:00If you're thinking texture atlas, just remembe...If you're thinking texture atlas, just remember you'll have problems with texture bleeding when it comes to mipmaps.Clonkexhttps://www.blogger.com/profile/01090082045412254311noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-77462435167577488442013-05-21T17:14:33.594-07:002013-05-21T17:14:33.594-07:00At the moment it's only mesh LOD. Once I see t...At the moment it's only mesh LOD. Once I see the texture activity, I can decide whether to create a LOD system for combining textures. Of course mipmapping will take care of textures in the distance but I have a mind to research adding distant object textures to a single plate, allowing me to use a single DX buffer to draw a distant LOD scene that comprises anything up to 64 textures in a single draw call. It's one of those deals where you have to do performance and memory tests before you know if you need to do more code :)Anonymoushttps://www.blogger.com/profile/00942934253243738809noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-15808487648460978872013-05-21T17:02:25.849-07:002013-05-21T17:02:25.849-07:00A question regarding LOD: is it envisaged that the...A question regarding LOD: is it envisaged that the LOD system will be exclusively mesh based, or is it the intention that different texture maps/shading accuracies will be used as well?Tom Williamsonhttps://www.blogger.com/profile/06526309048046745053noreply@blogger.com