Level of detail strategy based on distance from camera to an object's bounding box.  
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#include <OgreDistanceLodStrategy.h>
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). 
◆ DistanceLodBoxStrategy()
      
        
          | Ogre::DistanceLodBoxStrategy::DistanceLodBoxStrategy | ( |  | ) |  | 
      
 
 
◆ getSquaredDepth()
◆ getSingleton()
Get the singleton instance. 
 
 
◆ getSingletonPtr()
Get the singleton instance. 
 
 
◆ getBaseValue()
  
  | 
        
          | virtual Real Ogre::DistanceLodStrategyBase::getBaseValue | ( |  | ) | const |  | virtualinherited | 
 
 
◆ transformBias()
  
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          | virtual Real Ogre::DistanceLodStrategyBase::transformBias | ( | Real | factor | ) | const |  | virtualinherited | 
 
Transform LOD bias so it only needs to be multiplied by the LOD value. 
Implements Ogre::LodStrategy.
 
 
◆ transformUserValue()
  
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          | virtual Real Ogre::DistanceLodStrategyBase::transformUserValue | ( | Real | userValue | ) | const |  | virtualinherited | 
 
Transform user supplied value to internal value. 
Reimplemented from Ogre::LodStrategy.
 
 
◆ getIndex() [1/2]
Get the index of the LOD usage which applies to a given value. 
Implements Ogre::LodStrategy.
 
 
◆ getIndex() [2/2]
Get the index of the LOD usage which applies to a given value. 
Implements Ogre::LodStrategy.
 
 
◆ sort()
Sort mesh LOD usage list from greatest to least detail. 
Implements Ogre::LodStrategy.
 
 
◆ isSorted()
  
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          | virtual bool Ogre::DistanceLodStrategyBase::isSorted | ( | const Mesh::LodValueList & | values | ) | const |  | virtualinherited | 
 
Determine if the LOD values are sorted from greatest detail to least detail. 
Implements Ogre::LodStrategy.
 
 
◆ setReferenceView()
  
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          | void Ogre::DistanceLodStrategyBase::setReferenceView | ( | Real | viewportWidth, |  
          |  |  | Real | viewportHeight, |  
          |  |  | Radian | fovY |  
          |  | ) |  |  |  | inherited | 
 
Sets the reference view upon which the distances were based. 
- Note
- This automatically enables use of the reference view. 
- 
There is no corresponding get method for these values as they are not saved, but used to compute a reference value. 
 
 
◆ setReferenceViewEnabled()
  
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          | void Ogre::DistanceLodStrategyBase::setReferenceViewEnabled | ( | bool | value | ) |  |  | inherited | 
 
Enables to disables use of the reference view. 
- Note
- Do not enable use of the reference view before setting it. 
 
 
◆ isReferenceViewEnabled()
  
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          | bool Ogre::DistanceLodStrategyBase::isReferenceViewEnabled | ( |  | ) | const |  | inherited | 
 
Determine if use of the reference view is enabled. 
 
 
◆ getValue()
Compute the LOD value for a given movable object relative to a given camera. 
 
 
◆ assertSorted()
Assert that the LOD values are sorted from greatest detail to least detail. 
 
 
◆ getName()
  
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          | const String& Ogre::LodStrategy::getName | ( | void |  | ) | const |  | inlineinherited | 
 
Get the name of this strategy. 
 
 
The documentation for this class was generated from the following file: