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2018-07-17 14:15:37 +02:00

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// 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