Difference between revisions of "Terminology:LODs"

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(wrote article fully explaining what LODs are)
 
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= LODs =
 
= LODs =
  
Short form abbreviation for Level(s) Of Detail.
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'''LOD''' is an abbreviation for '''L'''evel '''O'''f '''D'''etail. LODs are simplified models of game objects, usually ships or stations. When an object is far enough away from the camera, the engine switches the high-detail object out for models of successively lower detail. This saves the engine from having to render a complicated, high-polygon model when it only is occupying a few pixels on the screen.
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LODs should be invisible to the player of the game if done correctly. Model makers and developers should make use of LODs to save the rendering engine from doing needless work. For now, all LODs must be made by the modeller, but [[Development:Ogre|Ogre]] does have an automatic LOD generation algorithm that may be of use.
  
 
[[Category:Database|LODs]] [[Category:Terminology|LODs]]
 
[[Category:Database|LODs]] [[Category:Terminology|LODs]]
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== See also ==
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*[[HowTo:Add LODs]] - Using LODs in Vega Strike
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*[[wikipedia:Level_of_detail_(programming)|Wikipedia article on LODs]]

Latest revision as of 12:46, 7 July 2007

thumb_arrow_up.png Terminology

LODs

LOD is an abbreviation for Level Of Detail. LODs are simplified models of game objects, usually ships or stations. When an object is far enough away from the camera, the engine switches the high-detail object out for models of successively lower detail. This saves the engine from having to render a complicated, high-polygon model when it only is occupying a few pixels on the screen.

LODs should be invisible to the player of the game if done correctly. Model makers and developers should make use of LODs to save the rendering engine from doing needless work. For now, all LODs must be made by the modeller, but Ogre does have an automatic LOD generation algorithm that may be of use.

See also