Level of detail strategy based on distance from camera to an object's bounding box.
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| DistanceLodBoxStrategy () |
| Default constructor. More...
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Real | getBaseValue () const override |
| Get the value of the first (highest) level of detail. More...
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const String & | getName () const |
| Get the name of this strategy. More...
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Real | getSquaredDepth (const MovableObject *movableObject, const Ogre::Camera *camera) const override |
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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. More...
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bool | isReferenceViewEnabled () const |
| Determine if use of the reference view is enabled. More...
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void | lodUpdateImpl (const size_t numNodes, ObjectData t, const Camera *camera, Real bias) const override |
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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 More...
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void * | operator new (size_t sz, void *ptr) |
| placement operator new More...
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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 More...
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void | setReferenceView (Real viewportWidth, Real viewportHeight, Radian fovY) |
| Sets the reference view upon which the distances were based. More...
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void | setReferenceViewEnabled (bool value) |
| Enables to disables use of the reference view. More...
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Real | transformBias (Real factor) const override |
| Transform LOD bias so it only needs to be multiplied by the LOD value. More...
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Real | transformUserValue (Real userValue) const override |
| Transform user supplied value to internal value. More...
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Level of detail strategy based on distance from camera to an object's bounding box.
- 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).