// sphere models // recalibrated to match planet sphere lodding Model: Sphere_low Sphere: 16x8 Model: Sphere_med Sphere: 32x16 LOD: Sphere_low > 64 Model: Sphere_high Sphere: 64x32 LOD: Sphere_med > 48 Model: Sphere_vhigh Sphere: 128x64 LOD: Sphere_high > 32 Model: Sphere_max Sphere: 256x128 LOD: Sphere_vhigh > 16 // planet spheres are more or less the same as the engine generated ones, but with 3 different highly customized uv's that makes the planet tiling+parallaxing possible. // the vertex paint channels got a bunch of polar gradients that more or less goes like this: // red: clamp(abs(uv.y * 2.0 -1.0) * 3.0 - 1.0, 0.0, 1.0) // green: abs(uv.y * 2.0 - 1.0) // blue: max(0.0, abs(uv.y * 2.0 - 1.0) * 4.0 - 3.0) //48 tris Model: Planet_Sphere_low Mesh: data/models/spheres/planet_sphere_lod4.ogex //224 tris Model: Planet_Sphere_med Mesh: data/models/spheres/planet_sphere_lod3.ogex // LOD: Planet_Sphere_low > 64 //960 Model: Planet_Sphere_high Mesh: data/models/spheres/planet_sphere_lod2.ogex LOD: Planet_Sphere_med > 48 // 3.968 tris Model: Planet_Sphere_vhigh Mesh: data/models/spheres/planet_sphere_lod1.ogex LOD: Planet_Sphere_high > 32 // 16.128 tris Model: Planet_Sphere_max Mesh: data/models/spheres/planet_sphere_lod0.ogex LOD: Planet_Sphere_vhigh > 16 // moon spheres, like planet spheres with different masks and uv's tailored for their needs without having to do run time math. Object oriented assets yeaiih!! //48 tris Model: Moon_Sphere_low Mesh: data/models/spheres/moon_sphere_lod3.ogex //224 tris Model: Moon_Sphere_med Mesh: data/models/spheres/moon_sphere_lod2.ogex // LOD: Moon_Sphere_low > 48 //960 Model: Moon_Sphere_high Mesh: data/models/spheres/moon_sphere_lod1.ogex LOD: Moon_Sphere_med > 32 // 3.968 tris Model: Moon_Sphere_max Mesh: data/models/spheres/moon_sphere_lod0.ogex LOD: Moon_Sphere_high > 16 // Ico spheres got a very even vert distribution, making them very useful for running detailed per vertex instructions. // lod0 is 20.480 tris, lod4 is 80 tris. // Each lod comes with a simple spherical uv, with pretty poor seaming, since the geometry is not uv friendly. // In the vertex color channel is a polar gradient for blending origo xz/atan() based projections. // uv2 and uv3 is unused Model: Ico_Sphere_low // 80 tris Mesh: data/models/spheres/sun_sphere_lod4.ogex Model: Ico_Sphere_med // 320 tris Mesh: data/models/spheres/sun_sphere_lod3.ogex LOD: Ico_Sphere_low > 90 Model: Ico_Sphere_high // 1.2080 tris Mesh: data/models/spheres/sun_sphere_lod2.ogex LOD: Ico_Sphere_med > 60 Model: Ico_Sphere_vhigh // 5.120 tris Mesh: data/models/spheres/sun_sphere_lod1.ogex LOD: Ico_Sphere_high > 20 Model: Ico_Sphere_max // 20.480 tris Mesh: data/models/spheres/sun_sphere_lod0.ogex LOD: Ico_Sphere_vhigh > 8