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https://0fps.net/2018/03/03/a-level-of-detail-method-for-blocky-voxels/amp/
+ Kosshi method
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When having Distant Horizons enabled, the LODs of Grass and leaves appear white. (Snowy)
However, this is not (always) visible the first time you load a world after launching.
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When I run `run_citygs_lod.sh` on the `residence` dataset, three `prune` programs run parallel, and each of them uses about 170G Memory of CPU, while I only have a 500G memory, which cause an `allocat…
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### Describe the project you are working on
Godot
### Describe the problem or limitation you are having in your project
While Godot supports importing LOD automatically with meshes, and the current…
reduz updated
5 months ago
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# Level of Detail
- [ ] LOD for inner scenes
- [x] LOD for proteins
- [ ] LOD for three mesh classes
- [ ] Do #14
- [ ] try it out with babylon
Three provides an LOD utility for specifying which mes…
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Currently the Antarctic Eyewear on Scout has a issue where the texture on the goggles seems to disappear on lower LOD making it appear white
Example.
![image](https://github.com/user-attachments/a…
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The new DrawDistanceIncrease tweak lets us bump up the draw distance a lot, helping with reducing pop-ins and some of the weird flashing models that show up, changing views like these:
![OR2006C2C_…
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#2142 tries to tackle this issue exposing internal Metal SPIs. Unfortunately, even with `MVK_USE_METAL_PRIVATE_API` enabled, there are still CTS tests failing in the M3 chip family. Proposed solution …
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Currently, the configuration of LOD0, LOD1 levels is hardcoded. In the debug menu it can be changed, but only the LOD1 threshold.
Also, LOD0 is never used for SDK scenes.
The behaviour should be si…
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in solid viewport shading everything is just fine but when going to textured or rendered shading (almost) every texture turns white. It doesnt build the shaders overtime they just are white permanentl…