ErickC, on 26 June 2018 - 02:26 PM, said:
There's some better information here.
Thanks! Very interesting reading. Unfortunately, optimizing vertices isn't something which can be done on the fly by OR. A tool which can do this to existing assets would be very useful.
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It's not. What James is talking about is how the sim loads a model's pre-existing LODs, or how it overrides its maximum draw distance when the LOD distance is inappropriate, not how the sim would weld vertices on-the-fly to create LODs where none exist. Since you can't just weld vertices arbitrarily - or the end result will look like garbage - you'd have to use some kind of vertex clustering algorithm like MCX uses if you want to automate the process... and that can take several minutes per LOD depending on the vertex count.
Yes, I'm aware that OR can't create LODs on-the-fly where none exist. My thoughts here are simply overriding existing LODs and not drawing an object at all if it turns out the end result is smaller than x pixels. You could most likely use the bounding box for that without even looking at the LODs.