RE: [Algorithms] ProgMesh LOD function.
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From: Tom F. <to...@mu...> - 2000-07-20 10:22:29
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That's all I do, and yes, it's not great. You could build a table of object space error (as determined by QEM or whatever your edge-collapse function is) vs number of tris. Then from the screen-space BB and a screen-space error value, and the object-space bounding sphere radius, you can find the object-space error required. Look that up in the table, and you know how many tris you should draw. The table doesn't have to be very precise - my feeling is that 16 entries is going to be enough - maybe a few more - and then linearly interpolate between those values. I've not tried this, but I think I will - the current method (num_tris = tweak_factor * BB_screen_area) is not wonderful. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Timur Davidenko [mailto:ti...@3d...] > Sent: 19 July 2000 19:50 > To: gda...@li... > Subject: [Algorithms] ProgMesh LOD function. > > > I`m trying to come up with good lod function for progressive > mesh reduction, > i have all progressive mesh collapses precalculated so can`t > use per vertex > screen error function, > i need something more general for complete mesh, function > which says how > many percents of mesh should be cut down > currently i just taking screen space area of mesh bounding > box, dividing by > some kludge const, but it works badly for different mesh scales. > any ideas? > > regards. > > _______________________ > Timur Davidenko. > 3Dion Inc. (www.3dion.com) > e-mail: ti...@3d... > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |