Yes, it would be great to have LOD switching by screen coverage as an option.
For distance-based mechanism, I’ll have to consider the size of each object to fine-tune the distance.
While on the other hand, quite many LOD creation tool using screen coverage (on-screen size) as the main parameter to process, so I think it is a more universal approach
(UE4 are using screen size as default mechanism: Creating and Using LODs).
Do you think this approach will makes the performance decreased? (in scene with hundreds of objects)
I have never implemented this before and certainly not with WebGL, so I don’t know. Are you looking for this from the perspective of loading a glTF or just screen coverage in general?
Hi guys!
Recently i made a experiment about MSFT_lod plugin. I export the model by Max2babylon, then i use glTF-Toolkit to merge them together. but i find that ids of nodes point to the wrong meshes because Max2babylon plugin add a default light to the model.
And i think it will be necessary to support switching LODs based on the render distance because addLODlevels function is already exist.
By the way, How can i upload my test data to the new forum?