ClodMeshes? what they are for?

as i understand from the Javadoc of ClodMesh

public class ClodMesh
extends TriMesh

ClodMesh originally ported from David Eberly's c++, modifications and enhancements made from there.

This class is an extention of TriMesh that allows the option of rendering a trimesh at various degrees of accuracy.


Since there are not many information about it on javadoc i tought would be best to ask on the forum.

So they can be used to make a LOD Terrain like oblivion? or nothing to do with it? and if so, it replaces all others Mashes used for terrain? or for the closer nodes i should still use another type?

i think CLOD is more usable for single objects (characters, trees, houses, …). What you do is you have a high-polygon house and you load it. Then when the Camera is far away from the house, the model switches to a lower-poly version of the house, so it still looks the same but performs better. the C stands for continuous i guess, which means that jme can "calculate down" the model continuously as you move farther away. There is aly a Discrete LOD which has N fixed versions of a single model and you swith to which fits best from a given distance (which is faster at runtime i guess).



What Bethesda did at Oblivion is a whole different story, BUT i guess you could use DLOD or CLOD for the various single models to rebuild something like that.

so, this ClodMesh is great for houses/trees but not for terrain? hmm, half way to a good lod effect then.

well, if you tile your terrain it might work. you will simply have to try (or google for a better approach)



EDIT: you also could have asked these questions in your old topic instead of creating a new one: http://www.jmonkeyengine.com/jmeforum/index.php?topic=10481.0