OGRE
1.11.6
Object-Oriented Graphics Rendering Engine
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#include <OgreLodConfig.h>
Public Member Functions | |
Advanced () | |
Public Attributes | |
Ogre::Real | outsideWalkAngle |
If outsideWeight is enabled, this will set the angle how deep the algorithm can walk inside the mesh. More... | |
Ogre::Real | outsideWeight |
Faces inside a house can't be seen from far away. More... | |
LodProfile | profile |
If the algorithm makes errors, you can fix it, by adding the edge to the profile. More... | |
bool | useBackgroundQueue |
Whether you want to process it immediatelly on main thread or you want to use Ogre::WorkQueue. More... | |
bool | useCompression |
If enabled, it allows up to 50% smaller index buffers by storing once shared faces with frame shifting. More... | |
bool | useVertexNormals |
Use vertex normals to improve quality. More... | |
Ogre::LodConfig::Advanced::Advanced | ( | ) |
bool Ogre::LodConfig::Advanced::useBackgroundQueue |
Whether you want to process it immediatelly on main thread or you want to use Ogre::WorkQueue.
If you use workqueue the generator will return immediately. After processed in background, the LodWorkQueueInjector will inject it in frameEnd event when rendering next frame. Ready LODs can also be injected by calling Root::getSingleton().getWorkQueue()->processResponses(). (disabled by default)
bool Ogre::LodConfig::Advanced::useCompression |
If enabled, it allows up to 50% smaller index buffers by storing once shared faces with frame shifting.
There is no performance disadvantage! (enabled by default)
bool Ogre::LodConfig::Advanced::useVertexNormals |
Use vertex normals to improve quality.
Bit slower to generate, but it has better quality most of the time. (enabled by default)
Ogre::Real Ogre::LodConfig::Advanced::outsideWeight |
Faces inside a house can't be seen from far away.
Weightening outside allows to remove those internal faces. It makes generation smaller and it is not 100% accurate. Set it to 0.0 to disable. (disabled by default)
Ogre::Real Ogre::LodConfig::Advanced::outsideWalkAngle |
If outsideWeight is enabled, this will set the angle how deep the algorithm can walk inside the mesh.
This value is an acos number between -1 and 1. (by default it is 0 which means 90 degree)
LodProfile Ogre::LodConfig::Advanced::profile |
If the algorithm makes errors, you can fix it, by adding the edge to the profile.