From b04350828ecc2388192a5cebf662ae1afc14f5eb Mon Sep 17 00:00:00 2001 From: TechnoPorg Date: Tue, 11 Oct 2022 19:34:23 -0600 Subject: Use radial distance for making LOD decisions. Previously, only forward basis distance from the camera was used. This means that unnecessarily high LOD levels were used for objects located to the side of the camera. The distance from the camera origin is now used, independently of direction. --- servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h | 1 - 1 file changed, 1 deletion(-) (limited to 'servers/rendering/renderer_rd/storage_rd') diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h index c2dc7d5f4c..9c031acc1e 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h @@ -61,7 +61,6 @@ public: float z_far = 0.0; float lod_distance_multiplier = 0.0; - Plane lod_camera_plane; float screen_mesh_lod_threshold = 0.0; uint32_t directional_light_count = 0; -- cgit v1.2.3