Re: [Algorithms] Articulated LOD
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From: Joris M. <jor...@10...> - 2007-05-31 16:29:24
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amen to that :) Joris ----- Original Message ----- From: "Neall Verheyde" <ver...@ra...> To: "Game Development Algorithms" <gda...@li...> Sent: Thursday, May 31, 2007 5:25 PM Subject: Re: [Algorithms] Articulated LOD > In this modern day-and-age, we use discrete LODs and pop between them. > It looks fine. > > Neall. > > Matt J wrote: >> How do modern and semi-modern games handle articulated (bone/skin >> models) level of detail? To be more specific, you have a high polygon >> skinned mesh and you want dynamically reduce it and have a new >> skeleton map on the new mesh. >> > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |