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lod in quake3
Posted: Fri Oct 28, 2005 1:48 am
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...
Posted: Fri Oct 28, 2005 2:30 am
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
Posted: Fri Oct 28, 2005 3:42 am
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
Posted: Fri Oct 28, 2005 3:46 am
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.
Posted: Fri Oct 28, 2005 4:40 am
by Hr.O
iirc curves, items(ammo health), and mapmodels have lod.
don't kill me over the latter two please.....

Posted: Fri Oct 28, 2005 4:56 am
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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