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level10boy

LOD question?

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Hi, just a few questions about level of detail. 1. What are the LOD techniques employed by current 3D game engines like Quake3 and Unreal. 2. How does the complexity of implementing LOD compare with say BSP trees. Thanks

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As far as I know the LOD in quake3 goes only as far as the more detailed models being available in different resolutions (typically 3 sets of meshes for each player model). The level data uses bezier curves for some surfaces that can be precalculated at different levels of detail for different computer specs - but as far as I know this is not done real time. Don''t get me wrong there is a hell of a lot of calculations going on but mostly for discarding non-visable data, rather than adjusting detail levels on-the-fly.
Unreal - haven''t a clue (don''t like it!)

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