Hi, I am about to build a project that incorporates LODs and want to mostly use FadeLODNodes instead of classic LODS. I want to subclass them into their own class to simplify things for general use instead of using a combination of the two. This is kind of a quick question to answer: Do fade LODS that have a fade time of 0, add any overhead compared to a classic Pop LODNode. I’m looking at the source code:
if (elapsed >= _fade_time) {
// Transition complete.
ldata->_fade_mode = FadeLODNodeData::FM_solid;
} else {...
I’m not actually very familiar with the entire panda3d codebase and am assuming that this is setting a state telling the LOD system that the LOD has finished its transition. From the looks of it there is already a kind of check for a 0 transition time fade. I’m just not sure if there is some kind of hidden overhead as it looks like some other requirements like the alpha transparency attribute has to be applied to the different LOD levels.
I thought it might be faster to ask someone that knows the source code better than I do, instead of scraping through files looking for answers.