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From: James W. W. <ja...@wr...> - 2004-06-25 17:08:04
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Keith Wiley <kw...@cs...> wrote: >I have in mind a similar idea for model geometry. Any "kind of object" >would have multiple trimesh models that can represent it, with varying >degrees of detail: number of vertices, edges, triangles, etc. Depending >on the distance an object is from the camera, the program would use the >proper model for that distance and not use the other models for that >object, so very low res models in the distance and high res in the >foreground. One aspect of this is that Quesa has subdivision styles, one of which is by screen space. However, most of Quesa's geometries do not actually implement screen space subdivision, as I noted in bug 967880. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |