hi daniel

> As for the algorithm I used, I took the knowledge I had gained working 
> on the occlusion culling for 2.0 and used it to create the algorithm for 
> switching LODs.  It basically takes into account how much screen size an 
> objects bounding box would take up and also how fast the triangles 
> degrade within the node. It seems to work pretty well and the objects 
> that are taking up the most screen real estate are always rendered in 
> high detail.

i took a look at the new code, nice work. in ScreenLOD::render(Action *action), 
you compute the bounding rectangle of the projected, axis-aligned bounding box. 
did you try other methods? e.g., i am curious how very long and thin objects 
perform. unfortunately, i am currently working on 1.x cvs, so i cannot easily 
try it out.

cheers,
simon

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