Discrete Level of Detail

Add scene side discrete level of detail.

New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
This commit is contained in:
lawnjelly
2023-11-27 07:07:01 +00:00
parent 354404db60
commit 1b5fa74e39
30 changed files with 713 additions and 134 deletions

View File

@@ -1462,14 +1462,6 @@
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="instance_geometry_set_as_instance_lod">
<return type="void" />
<argument index="0" name="instance" type="RID" />
<argument index="1" name="as_lod_of_instance" type="RID" />
<description>
Not implemented in Godot 3.x.
</description>
</method>
<method name="instance_geometry_set_cast_shadows_setting">
<return type="void" />
<argument index="0" name="instance" type="RID" />
@@ -1478,17 +1470,6 @@
Sets the shadow casting setting to one of [enum ShadowCastingSetting]. Equivalent to [member GeometryInstance.cast_shadow].
</description>
</method>
<method name="instance_geometry_set_draw_range">
<return type="void" />
<argument index="0" name="instance" type="RID" />
<argument index="1" name="min" type="float" />
<argument index="2" name="max" type="float" />
<argument index="3" name="min_margin" type="float" />
<argument index="4" name="max_margin" type="float" />
<description>
Not implemented in Godot 3.x.
</description>
</method>
<method name="instance_geometry_set_flag">
<return type="void" />
<argument index="0" name="instance" type="RID" />