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Lod

rhumbaflappy

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Hi all.

The LOD has this type of range:

LOD Range

099-100 = 309-0
080-090 = 382-340
070-080 = 437-382
060-070 = 510-437
050-060 = 612-510
040-050 = 765-612
030-040 = 1021-765
020-030 = 1531-1021
010-020 = 3063-1531
001-010 = 30632-3063


I assume the numbers are meters.

In the above example, I had named components as *_LOD_099, *_LOD_90, *_LOD_80.... and MakeMDL figured the ranges:

Code:
; NonAlpha
LODTest2_NonAlpha label BGLCODE

    ; Node 1 - MasterScale transform:

     BGL_SET_MATRIX_INDIRECT	0
    BGL_CALL_32 LODTest2_MasterScale_1        ; Node 1 - MasterScale
    BGL_END
    BGL_RETURN


LODTest2_MasterScale_1 label BGLCODE

    ; Node 2 - MasterUnitConversion transform:

     BGL_SET_MATRIX_INDIRECT	1

    ; Node 3 - RotateAroundX transform:

     BGL_SET_MATRIX_INDIRECT	2
    IFSIZEV  LODTest2_skip_1, 309,1000 ; lod test 99..100
    BGL_CALL_32 LODTest2_LODTest2_2        ; Node 5 - LODTest2
LODTest2_skip_1 label BGLCODE
    IFSIZEV  LODTest2_skip_2, 382,1000 ; lod test 80..90
    IFSIZEV  LODTest2_lod_1, 340,1000
    JUMP     LODTest2_skip_2
LODTest2_lod_1 label BGLCODE
    BGL_CALL_32 LODTest2_LODTest2_3        ; Node 6 - LODTest2
LODTest2_skip_2 label BGLCODE
    IFSIZEV  LODTest2_skip_3, 437,1000 ; lod test 70..80
    IFSIZEV  LODTest2_lod_2, 382,1000
    JUMP     LODTest2_skip_3
LODTest2_lod_2 label BGLCODE
    BGL_CALL_32 LODTest2_LODTest2_4        ; Node 7 - LODTest2
LODTest2_skip_3 label BGLCODE
    IFSIZEV  LODTest2_skip_4, 510,1000 ; lod test 60..70
    IFSIZEV  LODTest2_lod_3, 437,1000
    JUMP     LODTest2_skip_4
LODTest2_lod_3 label BGLCODE
    BGL_CALL_32 LODTest2_LODTest2_5        ; Node 8 - LODTest2
LODTest2_skip_4 label BGLCODE
    IFSIZEV  LODTest2_skip_5, 612,1000 ; lod test 50..60
    IFSIZEV  LODTest2_lod_4, 510,1000
    JUMP     LODTest2_skip_5
LODTest2_lod_4 label BGLCODE
    BGL_CALL_32 LODTest2_LODTest2_6        ; Node 9 - LODTest2
LODTest2_skip_5 label BGLCODE
    IFSIZEV  LODTest2_skip_6, 765,1000 ; lod test 40..50
    IFSIZEV  LODTest2_lod_5, 612,1000
    JUMP     LODTest2_skip_6
LODTest2_lod_5 label BGLCODE
    BGL_CALL_32 LODTest2_LODTest2_7        ; Node 10 - LODTest2
LODTest2_skip_6 label BGLCODE
    IFSIZEV  LODTest2_skip_7, 1021,1000 ; lod test 30..40
    IFSIZEV  LODTest2_lod_6, 765,1000
    JUMP     LODTest2_skip_7
LODTest2_lod_6 label BGLCODE
    BGL_CALL_32 LODTest2_LODTest2_8        ; Node 11 - LODTest2
LODTest2_skip_7 label BGLCODE
    IFSIZEV  LODTest2_skip_8, 1531,1000 ; lod test 20..30
    IFSIZEV  LODTest2_lod_7, 1021,1000
    JUMP     LODTest2_skip_8
LODTest2_lod_7 label BGLCODE
    BGL_CALL_32 LODTest2_LODTest2_9        ; Node 12 - LODTest2
LODTest2_skip_8 label BGLCODE
    IFSIZEV  LODTest2_skip_9, 3063,1000 ; lod test 10..20
    IFSIZEV  LODTest2_lod_8, 1531,1000
    JUMP     LODTest2_skip_9
LODTest2_lod_8 label BGLCODE
    BGL_CALL_32 LODTest2_LODTest2_10        ; Node 13 - LODTest2
LODTest2_skip_9 label BGLCODE
    IFSIZEV  LODTest2_skip_10, 30632,1000 ; lod test 1..10
    IFSIZEV  LODTest2_lod_9, 3063,1000
    JUMP     LODTest2_skip_10
LODTest2_lod_9 label BGLCODE
    BGL_CALL_32 LODTest2_LODTest2_11        ; Node 14 - LODTest2
LODTest2_skip_10 label BGLCODE
    MATERIAL 0 ; <178,127,47,255> 
    DRAW_TRI_BEGIN 240, 24
    DRAW_TRI    2,   7,  18 ; poly=121 part=15
    DRAW_TRI   18,  13,   2 ; poly=122 part=15
    DRAW_TRI    5,  16,  21 ; poly=123 part=15
    DRAW_TRI   21,  10,   5 ; poly=124 part=15
    DRAW_TRI    1,  12,  15 ; poly=125 part=15
    DRAW_TRI   15,   4,   1 ; poly=126 part=15
    DRAW_TRI   14,  20,  23 ; poly=127 part=15
    DRAW_TRI   23,  17,  14 ; poly=128 part=15
    DRAW_TRI   19,   8,  11 ; poly=129 part=15
    DRAW_TRI   11,  22,  19 ; poly=130 part=15
    DRAW_TRI    6,   0,   3 ; poly=131 part=15
    DRAW_TRI    3,   9,   6 ; poly=132 part=15
    DRAW_TRI_END
    IFSIZEV  LODTest2_skip_11, 340,1000 ; lod test 90..99
    IFSIZEV  LODTest2_lod_10, 309,1000
    JUMP     LODTest2_skip_11
LODTest2_lod_10 label BGLCODE
    BGL_CALL_32 LODTest2_LODTest2_12        ; Node 16 - LODTest2
LODTest2_skip_11 label BGLCODE
    IFSIZEV  LODTest2_lod_11, 30632,1000 ; lod test 0..1
    JUMP     LODTest2_skip_12
LODTest2_lod_11 label BGLCODE
    BGL_CALL_32 LODTest2_LODTest2_13        ; Node 17 - LODTest2
LODTest2_skip_12 label BGLCODE
    BGL_RETURN


LODTest2_LODTest2_2 label BGLCODE
    MATERIAL 0 ; <178,127,47,255> 
    DRAW_TRI_BEGIN 0, 24
    DRAW_TRI    2,   7,  18 ; poly=1 part=5
    DRAW_TRI   18,  13,   2 ; poly=2 part=5

... and so on...

It seems to be some sort of log scale (?)

Dick
 
Hi Dick,

Thanks for collecting this info, very useful. If I remember correct the VSize command takes a certain amount of pixels per meter, so I think in this case it is 1000 pixels for the given amount of meter (the values you listed). This means that the LOD also depends on your screen resolution.
 
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