Godot: automatic level of detail generation

Created on 1 Mar 2015  路  5Comments  路  Source: godotengine/godot

hello,
automatic level of detail generation would be really useful, it reduces project size and working time with the only disadvantage of higher load time,
in addition to automatic level of detail generation, automatic level of detail sincronization of morph targets would be really good,

archived feature proposal editor

Most helpful comment

Here's what I have so far.

https://cdn.discordapp.com/attachments/691293474833563659/696517082392559616/Screen_Recording_2020-04-05_at_5.28.19_PM.mov

LOD on Blendshapes.

17748 indexed verts lod3 <- 27552 indexed verts lod0

We begin with a merged scene. (That's another proposal...)

2020-04-06 15 09 09

Here is the automatic LOD generation.

2020-04-06 15 09 15

Notice errors on thin cards.

2020-04-06 15 09 02

All 5 comments

Slight bump, just so that this issue doesn't disappear forever :smile:

There are some plans for this, but will be moved to 3.1. Ran out of time for 3.0

I believe @fire has been working on this, pinging to let him know this issue exists.

Here's what I have so far.

https://cdn.discordapp.com/attachments/691293474833563659/696517082392559616/Screen_Recording_2020-04-05_at_5.28.19_PM.mov

LOD on Blendshapes.

17748 indexed verts lod3 <- 27552 indexed verts lod0

We begin with a merged scene. (That's another proposal...)

2020-04-06 15 09 09

Here is the automatic LOD generation.

2020-04-06 15 09 15

Notice errors on thin cards.

2020-04-06 15 09 02

Closing in favor of https://github.com/godotengine/godot-proposals/issues/657, as feature proposals are now tracked on the Godot proposals repository. @fire Feel free to repost your comment there :slightly_smiling_face:

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