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| DistanceLodStrategyBase (const String &name) |
| Default constructor.
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virtual Real | getBaseValue () const |
| Get the value of the first (highest) level of detail.
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const String & | getName () const |
| Get the name of this strategy.
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virtual Real | getSquaredDepth (const MovableObject *movableObject, const Ogre::Camera *camera) const =0 |
| Get the squared depth from camera to the LOD object.
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Real | getValue (const MovableObject *movableObject, const Camera *camera) const |
| Compute the LOD value for a given movable object relative to a given camera.
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bool | isReferenceViewEnabled () const |
| Determine if use of the reference view is enabled.
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virtual void | lodUpdateImpl (const size_t numNodes, ObjectData t, const Camera *camera, Real bias) const |
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void | operator delete (void *ptr) |
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void | operator delete (void *ptr, const char *, int, const char *) |
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void | operator delete (void *ptr, void *) |
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void | operator delete[] (void *ptr) |
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void | operator delete[] (void *ptr, const char *, int, const char *) |
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void * | operator new (size_t sz) |
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void * | operator new (size_t sz, const char *file, int line, const char *func) |
| operator new, with debug line info
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void * | operator new (size_t sz, void *ptr) |
| placement operator new
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void * | operator new[] (size_t sz) |
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void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
| array operator new, with debug line info
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void | setReferenceView (Real viewportWidth, Real viewportHeight, Radian fovY) |
| Sets the reference view upon which the distances were based.
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void | setReferenceViewEnabled (bool value) |
| Enables to disables use of the reference view.
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virtual Real | transformBias (Real factor) const |
| Transform LOD bias so it only needs to be multiplied by the LOD value.
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virtual Real | transformUserValue (Real userValue) const |
| Transform user supplied value to internal value.
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Level of detail strategy based on distance from camera.
This is an abstract base class for DistanceLodBoxStrategy and DistanceLodSphereStrategy.
- It depends on gameplay testing. If all testers had 16:9 monitors and 110° FOV, then that's the value you should enter (to ensure as much as possible the experience stays consistent for all other users who don't have a 16:9 monitor and/or use a different FOV).
- If all your testers had 4:3 monitors, then enter a 4:3 resolution.
- If all your testers had varying resolutions or you just didn't care, then this feature is useless for you and should be disabled (default: disabled).