Jason Shepard  wrote:
> As far as what you have written here:
>
> 1) As I understand this, it basically does exactly the same thing as going
> through the individual model files and removing the cockpits/interiors/etc.,
> correct?

Correct.

> a)  Would this work on single-player?

Yes, but there's unlikely to be much advantage as most of the AI models used
in single player (tanker, AI aircraft) are already low-poly models.

However, it does affect the Nimitz carrier, which is quite a detailed model, so
would benefit those seeing low FPS with the carrier.

> b)  If so, would we still have to maintain the AI model files or, with this
> patch included, would the AI aircraft be able to be "read" from the standard
> models folder thereby eliminating the needs for an AI "branch" on the FG
> tree?

There is still a place for the AI Models - this doesn't do anything about the
complexity of the main model, nor does it scale any textures.

However, it means there's no real need to create AI models for everything.

> 2) I don't 100% understand how LOD works, but if I get it basically
> correctly, LOD reduces the resolution of a model based on the distance from
> your viewpoint that it is?  If this is the case, would it not stand to
> reason that there should be several different stages of LOD?  For example, a
> model made with 2048x2048 textures would be at full resolution within 5nm.
> From 5.1nm-10nm, it would be rendered at 1024x1024.  From 10.1nm-20nm, it
> would be rendered at 512x512.  Or am I way off-base here?  Is this even
> possible?

It is possible, but requires significant work on the part of the modeller.

In this case, the LOD means the range at which and aircraft will become
visible. At the moment this is hardcoded to 50nm.

-Stuart

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