ua4192 Posted May 20, 2017 Share Posted May 20, 2017 Hi. Would it be possible to add a special case for AutoLOD method when quality will be set to zero? As addLODLevel is not working properly for imported meshes (complex meshes extracted from GLTF files) and instances. For this reason, I am thinking to return to autoLOD method. This was working properly. In fact my goal is by now just hide very small meshes the problem is that if you specify zero quality in autoLOD method the decimation process takes a lot. Maybe would be a good idea for this case return a null mesh, this would be immediate. COuld anyone explain me how to modify the code to add this special case? Maybe the async decimation process should have an extra distance to be specified to return null mesh. This would be very useful to hide small meshes or very far away. Of course the first priority should be to return add this LOD null mesh and after the others. In fact in addLODLevel method you have this option, but when I try to use it it doesn't work properly. Does it make sense for you? Best regards Quote Link to comment Share on other sites More sharing options...
ua4192 Posted May 26, 2017 Author Share Posted May 26, 2017 no answers? sorry if the question seemed silly. Quote Link to comment Share on other sites More sharing options...
Sebavan Posted May 26, 2017 Share Posted May 26, 2017 Not silly I guess this is for @Deltakosh but he is in vacation right now so he ll come back to you a soon as he is getting back I bet :-) Quote Link to comment Share on other sites More sharing options...
ua4192 Posted May 26, 2017 Author Share Posted May 26, 2017 ahh. ok. no problema. Many thanks for your quick answer. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 29, 2017 Share Posted May 29, 2017 Hello! let's start from the beginning: Why addLodLevel is not working in your case? Can you provide a repro in the PG? Quote Link to comment Share on other sites More sharing options...
ua4192 Posted May 29, 2017 Author Share Posted May 29, 2017 Hi. The problem is that I cannot reproduce the problem in PG. My code is looking for the models in a DB using an AJAX call. I cannot either add the models. Too many they and are confidential. About using clones, I think tthat I should use instances. I want to take advantage of HW rendering and as far as I know, maybe I am wrong it is faster using instances than clones. Anyway, I tried to use LOD levels with clones but it didn't work. The steps I follw are the follwing. 1.- I make a query to an oracle DB and I extract the product structure. ASSEMBLY_LEVEL1 --- ASSEMBY_LEVELN -- PARTS (METADATA) 2.- I compute the different parts that will be used in my scene and I store them in an array of meshes with name key 3.- I start to import these different meshes but I disable them to be able to create instances later. I wait for all different meshes to be loaded. 4.- I build the scene instanciating the meshes imported in step 3 I cann add my code. but PG is not possible for me. Best regards Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 30, 2017 Share Posted May 30, 2017 Without a PG I can't help Can you try with some random meshes (like the dude or the rabbit available on the PG ) Quote Link to comment Share on other sites More sharing options...
ua4192 Posted June 12, 2017 Author Share Posted June 12, 2017 Many thanks for your support. Finally I got it. The problem was on the version of babylon.js I was using. : ) Best regards Quote Link to comment Share on other sites More sharing options...
ua4192 Posted June 16, 2017 Author Share Posted June 16, 2017 Hi. Is there any way to use this mesh.simplify feature with instances? My feeling is that it is not working. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 16, 2017 Share Posted June 16, 2017 It is not because instances are replica of a root mesh. But if you simplify the root mesh then instances will automatically use the same source Quote Link to comment Share on other sites More sharing options...
ua4192 Posted June 17, 2017 Author Share Posted June 17, 2017 Many thanks. Finally I am using startdard addLOD feature. As it is not possible to use LOD levels in GLTF importmesh function, I convert the same model with different decimation precission. I am using 5 different LODs (null,0.25,0.50,0.75,0.90) In this way it is working very fine, despites the fact that the time to load the assets (different gltf models in my scene) has doubled, after I use instancing and now it works like a charm My final idea is to use a dynamic LOD distance based on the boundingbox size. I am now able to see the scene I was trying to see ( 5600 assets with more than 100000 meshes instanced) : ) I am now trying to make a kind of occlussion clussing based on the CAD logic of the plane I want to render. I don't really understand why is so dificult to really see if the mesh is visible by the camera or not (hidden by other mesh). I Many thanks for your support. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 19, 2017 Share Posted June 19, 2017 We plan to add support for gltf LOD asap:) Quote Link to comment Share on other sites More sharing options...
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