bevy
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Mesh LOD Support
What problem does this solve or what need does it fill?
To reduce the amount of geometry that needs to be rendered in any given frame, it's common to have multiple scaled versions of a mesh that are used at certain distances from the camera.
What solution would you like?
A MeshLevelOfDetail component or something similar that will contains multiple Handle<Mesh>s that are either replace the handle in the component slot or changes how the mesh extraction system works depending on how close to a camera it is.
What alternative(s) have you considered?
Manually doing this.
Additional context
GLTF has no support for LODs at the current moment. Some ideas on how to best support this on the asset loading side might be needed.
I think it would be wise to look at Unreal's Nanite LOD system for inspiration.
I think it would be wise to look at Unreal's Nanite LOD system for inspiration.
I would throw-in following deep dive into the Nanite as reference for people planing to explore the topic.
Shouldn't this be closed as HLODs has already been merged?
Seems like this should be kept open for now since the HLOD pr (#12916) states the following:
This feature differs from proper mesh LODs, which can be implemented later.