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BGE : lod remaining
AbandonedPublic

Authored by Porteries Tristan (panzergame) on Feb 8 2015, 7:15 PM.

Details

Summary

In the sources I replace the struct Lodlevel by the class KX_LodLevel who contains:

  • the level
  • the square distance
  • the mesh

KX_LodLevel are put in KX_LodLevels who's equivalent to a list of lod meshes for a KX_GameObject.
KX_LodLevels contains a function named GetDistance2ToLodLevel(float distance2) to get the current lod level for the distance.

sorry for my bad English.

Diff Detail

Event Timeline

Porteries Tristan (panzergame) retitled this revision from to BGE : replace mesh and copy lod meshes + lod remaining.
Porteries Tristan (panzergame) updated this object.
Campbell Barton (campbellbarton) added inline comments.
source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp
113–120

This looks unfinished / WIP ?

This looks like a mix of refactoring as well as feature/functionality change. Could you separate this out into two patches make it easier to see what should be changing behavior, and what is simply cleanup/refactoring?

Porteries Tristan (panzergame) retitled this revision from BGE : replace mesh and copy lod meshes + lod remaining to BGE : lod remaining.
Porteries Tristan (panzergame) updated this object.
Porteries Tristan (panzergame) edited edge metadata.

What is the purpose of this patch? What does it gain us? My intent for the LoD code was to keep it minimal in the BGE and to rely as much as possible on the BKE module to share as much code as possible between Blender and the BGE.