LANG: LOD

J Gwinner/VisNet, I (75162.514@compuserve.com)
08 Oct 95 15:01:07 EDT


Adrian:

Sorry, I dropped the >>& Mad Hatter's Day<<

I had an absolutely great idea (oops, chest pounding) idea about LOD. If we
do an LOD node like this:

DEF child1 ...
DEF child2 ...
DEF child3 ...
DEF child4 ...
DEF child5 ...
where these children are increasingly complex nodes, representing the same
object (bear with me)

LOD {
center 0 0 0 # center of children
range [ 1, 2, 4 ] # increasing ranges
USE child1
USE child2
USE child3
USE child4
USE child5
}

Now, note that we have three ranges, but five children. So ... if a browser
wants a 'simple' world, it uses children 1-3 for it's three ranges. If you want
a somewhat more complex scene, pick from children 2-4! Or 3-5 for the most
complex scene. (or always use Child5 if you have a reality engine in your
living room).

The browser could just 'add' a complexity number to the initial index of which
child is choosen.

It's simple, it uses the spec as is, and it shouldn't 'break' existing
renderers. I just defines browser behaviour.

I'm going to implement it. I've alesady got LOD's working (although I am making
changes in the distancing algorithms. I have one that requires just some
additions, and is 13% accurate; no multipication or square root).

== John ==



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