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…into instanced-lods
…into instanced-lods
…into instanced-lods
…into instanced-lods
…into instanced-lods
…into instanced-lods
…into instanced-lods
…into instanced-lods
*add serialization to LODComponent *add distance heuristic property to LODComponent
…into instanced-lods
HexaField
suggested changes
Apr 4, 2023
HexaField
suggested changes
Apr 5, 2023
fix apply lod transforms on level load allow lods with references to target model geometry
2dels
approved these changes
Apr 8, 2023
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Great job!
…into instanced-lods
add buffer and image hashing add lshIndex data structure
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BabylonJS has a more robust instanced LOD system that we will use as a basis. The difference between Babylon's instancing and the "thin" threejs instancing is detailed here:
https://discourse.threejs.org/t/lod-instancing/20524/2
We will implement the more robust instancing and LOD system using a LODComponent and LODSystem that work together to keep track of each instance's distance from the camera, and switch different instanced LODs on and off based on said distance. These components should be generated automatically when a model with instanced geometry is loaded into a scene.
The components should be configurable in the editor with some menu interface to add, remove, and edit LOD levels for every mesh in the scene, instanced or not. This UX should be embedded in the properties of the ModelComponent that contains the lod instances
We also need a GLTF extension for defining instanced LODs in Blender, modifying and saving LODs in engine, and successfully passing instanced LODs through Model Transforms without loss of information.
The same goes for a USD plugin that can define instanced LODs with equivalent functionality to the GLTF extension
This pull request closes #7785
closes #7786
closes #7787