Daniel E. Shipton wrote: > > > On 11/7/06, *Marcus Lindblom* <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> > wrote: > > Daniel E. Shipton wrote: > > > > > > On 11/7/06, *Marcus Lindblom* <[EMAIL PROTECTED] > <mailto:[EMAIL PROTECTED]> <mailto:[EMAIL PROTECTED] <mailto:[EMAIL > PROTECTED]>>> > wrote: > > > > Daniel E. Shipton wrote: > > > 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. > > Would it be possible to back-port some code into 1.8 to get > a function > > that would give me a conservative screen-space bounding box > of a > > volume, > > given a camera? > > > > I'd like to use it as scissor value to avoid some unecessary > > pixel-processing when compositing a few layers in my app. > > > > > > The math should be the same so go ahead and use what you > need. What > > do you mean by backporting? > Back-porting taking something in a new version and putting it in an > earlier version. But I suppose I should be able to pull out what I > need > from the 2.0 sources. > > > I know what backporting is ;) Yeah, sorry. It's late afternoon here and my brain is turning into jello. ;) > I meant, do you want the ScreenLOD backported or just the math? Just the math. But as Dirk said, there might be math somewhere already. I'm investigating. :)
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