Goal
A scene the editor saves and reloads draws as it did before the save.
What happens
The editor reloads a saved scene's placements one by one, through addLODLevel and the plain mesh path, not through the pack loader. Three things the pack loader sets up are therefore lost on reload:
| Item |
Status |
Serialize selectsByScreenSize and screenSizeRadius |
open |
| Reload a saved scene's placements through the pack loader's cache (one build per model) |
open |
| Find a model's chain from the model on reload, so the parts of a multi-node model switch together |
open |
Next steps
One change: a cache per scene load, the chain found from the model, and the two LOD fields in the serializer with a format version bump. Noted as a follow-up in docs/proposals/LargeSceneRendering.md.
Goal
A scene the editor saves and reloads draws as it did before the save.
What happens
The editor reloads a saved scene's placements one by one, through
addLODLeveland the plain mesh path, not through the pack loader. Three things the pack loader sets up are therefore lost on reload:LODComponent.selectsByScreenSizeandscreenSizeRadius([Feature] Select LOD levels by the size of the entity on screen #1322): the scene serializer does not write them, so a reloaded entity selects its levels by the stored distances, which were computed for the field of view of the moment the pack was loaded.selectsByScreenSizeandscreenSizeRadiusNext steps
One change: a cache per scene load, the chain found from the model, and the two LOD fields in the serializer with a format version bump. Noted as a follow-up in
docs/proposals/LargeSceneRendering.md.