See: Description
Class | Description |
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Figure25_01TorchHighDetail |
A high-detail torch.
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Figure25_02TorchMediumDetail |
A medium-detail torch.
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Figure25_03TorchLowDetail |
A low-detail torch.
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Figure25_04ThreeTorchesSideBySide |
The three torches side by side.
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Figure25_05ThreeTorchesSingleLOD |
Three torches within an LOD node.
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Figure25_06DungeonRoomFloor |
A dungeon-room floor.
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Figure25_07DungeonRoomWall |
A dungeon-room wall.
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Figure25_08DungeonRoom |
A dungeon room.
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Figure25_09TwoDungeonRoomsWithLODHiding |
Two dungeon rooms controlled by LOD nodes, move forward to see second room.
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Figure25_10DungeonWallWithDoorway |
A dungeon wall with a doorway, created using Coordinate and TextureCoordinate.
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Figure25_11DungeonDoor |
A dungeon door.
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Figure25_12DungeonRoomsWithSlidingDoors |
Two dungeon rooms controlled by LOD nodes and separated by a wall and a pair of sliding doors.
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Level of detail (LOD) allows an overall world become very large by letting an author provide high-fidelity models when a viewer is nearby, and simpler geometry when the viewer is far away.
The further the viewer can see, the more there is to draw. Note that if a shape is distant, the shape is smaller and the viewer can't see as much detail. So... draw it with less detail. Varying detail with distance reduces initial download time and increases drawing speed. Increase performance by making multiple levels of shapes: high detail for close up viewing, progressively lower detail for more distant viewing. Group the levels in an LOD node, ordered from high detail to low detail, and using an array of range values to select switching distances . These X3D scenes are adapted directly from the original VRML 2.0 Sourcebook chapter examples. Also available: VRML 2.0 Sourcebook course notes. |
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