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Always I noticed that the LOD are incredibly low (in original descent 3: 1.4 and 1.5).
and this limitation still present in PE.
Check the video: https://youtu.be/t7WmK54YCkk
Can you raise this limit?
But taking care of not affect the performance, obviously. 😋
The text was updated successfully, but these errors were encountered:
Sol1vaN
changed the title
Raise the LOD detail for models
Raise the LOD for models
May 12, 2024
The lod calculations for models is performed in renderobject.cpp around L1278. My first pass on lod changed that if statement to just remove the calculation steps:
// Pick a lod model to use if eligibleif (obj->lighting_render_type == LRT_STATIC || obj->lighting_render_type == LRT_GOURAUD) {
if (obj->type == OBJ_POWERUP || obj->type == OBJ_ROBOT || obj->type == OBJ_CLUTTER) {
model_num = obj->rtype.pobj_info.model_num; // Always use the highest detail model
}
elseif (obj->type == OBJ_MARKER) {
model_num = Marker_polynum;
}
elseif (obj->type == OBJ_PLAYER && !(Players[obj->id].flags & (PLAYER_FLAGS_DYING | PLAYER_FLAGS_DEAD))) {
model_num = obj->rtype.pobj_info.model_num; // Always use the highest detail model
}
else {
model_num = obj->rtype.pobj_info.model_num;
}
}
else {
model_num = obj->rtype.pobj_info.model_num;
}
if (obj->type == OBJ_BUILDING && obj->flags & OF_USE_DESTROYED_POLYMODEL) {
model_num = obj->rtype.pobj_info.model_num; // Always use the highest detail model
}
But looking at it again while writing this, I'm questioning if this conditional is even necessary or if object models are loaded at their highest poly count at render time, thus eliminating the need for this check.
Always I noticed that the LOD are incredibly low (in original descent 3: 1.4 and 1.5).
and this limitation still present in PE.
Check the video:
https://youtu.be/t7WmK54YCkk
Can you raise this limit?
But taking care of not affect the performance, obviously. 😋
The text was updated successfully, but these errors were encountered: