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Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges.
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@@ -167,8 +167,8 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) {
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}
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}
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float screen_lod_threshold = p_viewport->lod_threshold / float(p_viewport->size.width);
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RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
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float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
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RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
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RENDER_TIMESTAMP("<End Rendering 3D Scene");
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}
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@@ -1084,11 +1084,11 @@ void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::Viewport
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RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
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}
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void RendererViewport::viewport_set_lod_threshold(RID p_viewport, float p_pixels) {
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void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
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Viewport *viewport = viewport_owner.get_or_null(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->lod_threshold = p_pixels;
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viewport->mesh_lod_threshold = p_pixels;
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}
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int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
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