lod in quake3

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gedimaster
Posts: 1
Joined: Fri Oct 28, 2005 1:38 am

lod in quake3

Post by gedimaster »

hi, does quake3 make use of lod for objects?

i downloaded the arena 1.27 src release and built the code successfully but rummaging through the code, i couldn't seem to find anything on lod...
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Post by axbaby »

there is a prgramming discussion forum in case you don't get any replies.
i have no idea what lod is

googled lod=level of detail
SoM
Posts: 8489
Joined: Fri Dec 03, 1999 8:00 am

Post by SoM »

i'm not 100% sure, but doesnt q3a only have lod of 1 or 0 ?

ok, just checked my cfg and only found these

seta r_lodbias "0"
seta r_lodCurveError "250"

someone explain for the lazy ones please
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dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

It uses it for certain things, I've noticed it for icons (I use 2d icons for pickups). Not exactly sure I think it's because I use GL_LINEAR_MIPMAP_NEAREST. A short distance away (I would say less than 10 feet) the icons become a bit fuzzy. Oh and it uses it for textures too.

Negative r_lodbias gives you a sharper image, and positive will blurr certain things a distance away.
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Post by Hr.O »

iirc curves, items(ammo health), and mapmodels have lod.
don't kill me over the latter two please..... :paranoid:
SoM
Posts: 8489
Joined: Fri Dec 03, 1999 8:00 am

Post by SoM »

r_lodCurveError Controls distance at which curves are dropped, range 0 to 10000 where 0 is always drop curves and 10000 is never drop curves.


r_lodBias Controls model or weapon etc mipmap/geometry detail, range -2 to +2 where +2 is lowest geometry and -2 is highest.
read more @ http://ucguides.savagehelp.com/Quake3/FPS_visuals.html

i see the r_lodbias set at -2 for best visuals and r_lodcurveerror at 10000 also for best visuals

i'll change that tomorrow and have a look..

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