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 |
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◆ getSquaredDepth()
◆ getSingleton()
Get the singleton instance.
◆ getSingletonPtr()
Get the singleton instance.
◆ getBaseValue()
virtual Real Ogre::DistanceLodStrategyBase::getBaseValue |
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const |
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virtualinherited |
◆ transformBias()
virtual Real Ogre::DistanceLodStrategyBase::transformBias |
( |
Real |
factor | ) |
const |
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virtualinherited |
Transform LOD bias so it only needs to be multiplied by the LOD value.
Implements Ogre::LodStrategy.
◆ transformUserValue()
virtual Real Ogre::DistanceLodStrategyBase::transformUserValue |
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Real |
userValue | ) |
const |
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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()
virtual bool Ogre::DistanceLodStrategyBase::isSorted |
( |
const Mesh::LodValueList & |
values | ) |
const |
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virtualinherited |
Determine if the LOD values are sorted from greatest detail to least detail.
Implements Ogre::LodStrategy.
◆ setReferenceView()
void Ogre::DistanceLodStrategyBase::setReferenceView |
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Real |
viewportWidth, |
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Real |
viewportHeight, |
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Radian |
fovY |
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) |
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inherited |
Sets the reference view upon which the distances were based.
- Note
- This automatically enables use of the reference view.
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There is no corresponding get method for these values as they are not saved, but used to compute a reference value.
◆ setReferenceViewEnabled()
void Ogre::DistanceLodStrategyBase::setReferenceViewEnabled |
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bool |
value | ) |
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inherited |
Enables to disables use of the reference view.
- Note
- Do not enable use of the reference view before setting it.
◆ isReferenceViewEnabled()
bool Ogre::DistanceLodStrategyBase::isReferenceViewEnabled |
( |
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const |
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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()
const String& Ogre::LodStrategy::getName |
( |
void |
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const |
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inlineinherited |
Get the name of this strategy.
The documentation for this class was generated from the following file: