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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

@@ -2188,8 +2188,6 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &VisualServer::instance_geometry_set_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &VisualServer::instance_geometry_set_material_override);
ClassDB::bind_method(D_METHOD("instance_geometry_set_material_overlay", "instance", "material"), &VisualServer::instance_geometry_set_material_overlay);
ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &VisualServer::instance_geometry_set_draw_range);
ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &VisualServer::instance_geometry_set_as_instance_lod);
ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &VisualServer::_instances_cull_aabb_bind, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &VisualServer::_instances_cull_ray_bind, DEFVAL(RID()));