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Model LOD (Level of detail)?

Last post 10/21/2007 12:12 PM by Lord Ikon. 4 replies.
  • 10/21/2007 1:00 AM

    Model LOD (Level of detail)?

    Is there a way, other than in a 3d modeling program, to reduce the polys in a model?

    I noticed in the shadowing demo in DirectX9 C++ samples there was a figure of a battle drawf (or something like that) in which you could choose between about 6 different LODs. Did this require that 6 models be created by artists, or would there be a way to make a custom model processor that setup different LOD models for you?

    If there is a way, can someone point me in the way of a document that describes it? I can imagine it would be quite difficult. Better yet, could one of the XNA guys just make a sample with that specific model processor in it for me? :oP thanks!

    XNA QuickStart Engine (3D Game Engine for XNA) | My site
    "I'll be whatever I want to do!", Philip J. Fry
  • 10/21/2007 6:43 AM In reply to

    Re: Model LOD (Level of detail)?

    The DirectX SDK managed code sample "ProgressiveMesh" I think is what you're looking for. The documentation/source for that SDK sample may be a bit shallow.

    Actually, sitting on my desk right now is the book "Level of Detail for 3D Graphics" by David Luebke et al., which deals with the subject thoroughly. I should say that I've only scratched the surface and is by no means an expert, but the book seems like a good companion when working out how to do LOD in different situations.

    http://www.amazon.com/Detail-Graphics-Morgan-Kaufmann-Computer/dp/1558608389/ref=pd_bbs_sr_1/102-4669557-7631352?ie=UTF8&s=books&qid=1192963225&sr=8-1

    Notice: Due to budget cuts, the light at the end of the tunnel has been switched off.
  • 10/21/2007 9:11 AM In reply to

    Re: Model LOD (Level of detail)?

    I think Progressive Meshes were part of D3DX, which did not make it's way into XNA. So you'll have to roll your own :)

  • 10/21/2007 9:18 AM In reply to

    Re: Model LOD (Level of detail)?

    Yeah, sorry, I didn't make that clear: The Progressive Mesh sample I mention was only for inspiration on how it is achieved. I don't think there's any way around rolling your own, but if you get a clear picture of how the LOD algorithm should work, the rest - custom content processor and custom model - is fairly simple.

    Notice: Due to budget cuts, the light at the end of the tunnel has been switched off.
  • 10/21/2007 12:12 PM In reply to

    Re: Model LOD (Level of detail)?

    Yeah, I was afraid I would need to create my own. Oh well, we got 5 people on the engine project right now, maybe I'll just let one of them do it. :op

    Anyway, thanks for the help, I'll put it on my to-do list, with about 30 other things right now.

    XNA QuickStart Engine (3D Game Engine for XNA) | My site
    "I'll be whatever I want to do!", Philip J. Fry
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