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I was playing around with integrating xen particles into sunburn and noticed a SOF file type on their dude model any idea what it is? I looked in the model to see how they are getting the level of detail. I noticed they have a head, headN, and headSOF. Obviously the head.dds is just the diffused head...
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As the subject says. I'm trying to use SunBurn's terrain rendering in one of my projects, but I can't really find any specific information about it. - The Terrain example just loads an .fbx model for the terrain and adds instances of it around the camera position. Unless I'm mistaken...
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I have a model that is 2000 tris. I need 50 of these identical objects to show up onscreen. I can easily create a new scene file with the 50 copies as individual objects within one .fbx file. I'd like to know if it is better on rendering performance if the 50 were instances. I know it would be on...
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I remember a posting you made earlier when first showing off some early builds for the terrain stuff that you would possibly have some LOD (Level of Detail) toggles available, but I'm having some issues with LOD changes on terrain causing visual oddities after a distance of almost exactly 115-ish...
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Hi all, I am in the process of adding Level of details to my game and I was wondering how you would fit this into the newly SceneObject and ObjectManager classes and design pattern? With SceneObject asking for one unique Model or ModelMesh to be instantiated, I'm likely to inherit from it and add...