Skip to content

Commit

Permalink
LOD components
Browse files Browse the repository at this point in the history
  • Loading branch information
jankrassnigg committed Aug 15, 2024
1 parent 2c93e43 commit 9e1aff3
Show file tree
Hide file tree
Showing 5 changed files with 14 additions and 26 deletions.
2 changes: 1 addition & 1 deletion pages/docs/ai/AiPlugin/navmesh-obstacle-component.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,4 +13,4 @@ The obstacle must have a physical [collider](../../physics/jolt/collision-shapes
## See Also

* [Runtime Navmesh](runtime-navmesh.md)
* [AI Navigation Component (TODO)](navigation-component.md)
* [AI Navigation Component](navigation-component.md)
Original file line number Diff line number Diff line change
@@ -1,20 +1,14 @@
# LOD Animated Mesh Component

<!-- PAGE IS TODO -->
This component is functionally identical to the [LOD component](../../graphics/lod-component.md), except that it switches only between [animated meshes](animated-mesh-asset.md) rather than entire objects. It is thus both easier to set up and more efficient in these more limited use cases. For details how to use this component, please consult the [LOD component](../../graphics/lod-component.md) documentation.

## Component Properties

* `Color`, `CustomData`, `SortingDepthOffset`:
* `Color`, `CustomData`, `SortingDepthOffset`: See the [mesh component](../../graphics/meshes/mesh-component.md) for details.

* `BoundsOffset`, `BoundsRadius`:
* `BoundsOffset`, `BoundsRadius`, `ShowDebugInfo`, `OverlapRanges`: See the [LOD component](../../graphics/lod-component.md) for details.

* `ShowDebugInfo`:

* `OverlapRanges`:

* `Meshes`:
* `Mesh`:
* `Threshold`:
* `Meshes`: An array that lists the different level-of-detail meshes to switch between. Each entry names one `Mesh` and a `Threshold`. The first mesh is used for coverage values from 1 down to the given threshold. Then the next mesh is used from that coverage value down to the next threshold and so on. If the last mesh uses a threshold larger than 0, then nothing gets rendered when the coverage value is lower than that.

## See Also

Expand Down
4 changes: 2 additions & 2 deletions pages/docs/graphics/lod-component.md
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ The [Sample Game Plugin](../../samples/sample-game-plugin.md) contains prefabs t

## See Also

* [LOD Mesh Component (TODO)](meshes/lod-mesh-component.md)
* [LOD Animated Mesh Component (TODO)](../animation/skeletal-animation/lod-animated-mesh-component.md)
* [LOD Mesh Component](meshes/lod-mesh-component.md)
* [LOD Animated Mesh Component](../animation/skeletal-animation/lod-animated-mesh-component.md)
* [Always Visible Component](always-visible-component.md)
* [Profiling](../performance/profiling.md)
14 changes: 4 additions & 10 deletions pages/docs/graphics/meshes/lod-mesh-component.md
Original file line number Diff line number Diff line change
@@ -1,20 +1,14 @@
# LOD Mesh Component

<!-- PAGE IS TODO -->
This component is functionally identical to the [LOD component](../lod-component.md), except that it switches only between [meshes](mesh-asset.md) rather than entire objects. It is thus both easier to set up and more efficient in these more limited use cases. For details how to use this component, please consult the [LOD component](../lod-component.md) documentation.

## Component Properties

* `Color`, `CustomData`, `SortingDepthOffset`:
* `Color`, `CustomData`, `SortingDepthOffset`: See the [mesh component](mesh-component.md) for details.

* `BoundsOffset`, `BoundsRadius`:
* `BoundsOffset`, `BoundsRadius`, `ShowDebugInfo`, `OverlapRanges`: See the [LOD component](../lod-component.md) for details.

* `ShowDebugInfo`:

* `OverlapRanges`:

* `Meshes`:
* `Mesh`:
* `Threshold`:
* `Meshes`: An array that lists the different level-of-detail meshes to switch between. Each entry names one `Mesh` and a `Threshold`. The first mesh is used for coverage values from 1 down to the given threshold. Then the next mesh is used from that coverage value down to the next threshold and so on. If the last mesh uses a threshold larger than 0, then nothing gets rendered when the coverage value is lower than that.

## See Also

Expand Down
6 changes: 3 additions & 3 deletions pages/docs/toc.md
Original file line number Diff line number Diff line change
Expand Up @@ -65,7 +65,7 @@
### [Mesh Component](graphics/meshes/mesh-component.md)
### [Instanced Mesh Component](graphics/meshes/instanced-mesh-component.md)
### [Custom Mesh Component](graphics/meshes/custom-mesh-component.md)
### [LOD Mesh Component (TODO)](graphics/meshes/lod-mesh-component.md)
### [LOD Mesh Component](graphics/meshes/lod-mesh-component.md)
## [Occluder Component](graphics/occluder-component.md)
## [Render Pipeline (TODO)](graphics/render-pipeline-overview.md)
## Render To Texture
Expand Down Expand Up @@ -175,7 +175,7 @@
### [Skeletal Animations](animation/skeletal-animation/skeletal-animation-overview.md)
### [Animated Mesh Asset](animation/skeletal-animation/animated-mesh-asset.md)
### [Animated Mesh Component](animation/skeletal-animation/animated-mesh-component.md)
### [LOD Animated Mesh Component (TODO)](animation/skeletal-animation/lod-animated-mesh-component.md)
### [LOD Animated Mesh Component](animation/skeletal-animation/lod-animated-mesh-component.md)
### [Skeleton Asset](animation/skeletal-animation/skeleton-asset.md)
### [Skeleton Component](animation/skeletal-animation/skeleton-component.md)
### [Animation Clip Asset](animation/skeletal-animation/animation-clip-asset.md)
Expand Down Expand Up @@ -233,7 +233,7 @@
# Ai
## Aiplugin
### [AiPlugin Overview](ai/AiPlugin/ai-plugin-overview.md)
### [AI Navigation Component (TODO)](ai/AiPlugin/navigation-component.md)
### [AI Navigation Component](ai/AiPlugin/navigation-component.md)
### [Navmesh Obstacle Component](ai/AiPlugin/navmesh-obstacle-component.md)
### [Navmesh Path Test Component](ai/AiPlugin/navmesh-path-test-component.md)
### [Runtime Navmesh](ai/AiPlugin/runtime-navmesh.md)
Expand Down

0 comments on commit 9e1aff3

Please sign in to comment.