LOD - Level Of Detail group node which allows switching between children depending on distance from eye point.
LOD - Level Of Detail group node which allows switching between children depending on distance from eye point. Typical uses are for load balancing - objects further away from the eye point are rendered at a lower level of detail, and at times of high stress on the graphics pipeline lower levels of detail can also be chosen.
virtual Object* clone() const
virtual bool isSameKindAs(Object* obj)
virtual const char* className() const
virtual void accept(NodeVisitor& nv)
virtual void traverse(NodeVisitor& nv)
void setRange(unsigned int index, float range)
float getRange(unsigned int index)
int getNumRanges()
void setCenter(const Vec3 ¢er)
const Vec3& getCenter()
int evaluate(const Vec3& eye_local, float bias=1.0f)
virtual ~LOD()
virtual bool readLocalData(Input& fr)
virtual bool writeLocalData(Output& fw)
Alphabetic index HTML hierarchy of classes or Java