Configures terrain LOD distance thresholds (when each LOD level activates based on camera distance).
Takes entity (terrain entity handle), lod0Dist/lod1Dist/lod2Dist/lod3Dist (distance thresholds in world units).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
entityInt
lod0DistDouble
lod1DistDouble
lod2DistDouble
lod3DistDouble
Returns
Void
Quick Summary
Configures terrain LOD distance thresholds (when each LOD level activates based on camera distance).
Takes entity (terrain entity handle), lod0Dist/lod1Dist/lod2Dist/lod3Dist (distance thresholds in world units).
Returns nothing.
Technical Exegesis...
Configures terrain LOD distance thresholds (when each LOD level activates based on camera distance). Takes entity (terrain entity handle), lod0Dist/lod1Dist/lod2Dist/lod3Dist (distance thresholds in world units). Returns nothing. Sets terrain.lodDistances array (LOD 0-3 from parameters, LOD 4 = lod3Dist * 2), renderer selects LOD based on camera distance.
Configures terrain LOD distance thresholds (when each LOD level activates based on camera distance). Takes entity (terrain entity handle), lod0Dist/lod1Dist/lod2Dist/lod3Dist (distance thresholds in world units). Returns nothing. Sets terrain.lodDistances array (LOD 0-3 from parameters, LOD 4 = lod3Dist * 2), renderer selects LOD based on camera distance.
IMPORTANT LIMITATION: The current LOD system measures distance from the camera to the terrain's corner position (where the terrain entity is positioned), NOT to individual terrain sections. This means the ENTIRE terrain uses a single LOD level at any given time. This works well for overhead/strategy cameras viewing the whole terrain from varying distances, but is NOT suitable for first-person games where the player walks ON the terrain - in that case, you're always close to SOME part of the terrain, so LOD never changes. Future versions may implement chunk-based LOD where different terrain sections can have different LOD levels based on their individual distances from the camera.
Use to optimize performance (lower LOD for distant terrain), prevent pop-in (smooth distance transitions), or customize quality (tighter LODs for close detail). Default distances: 0, 50, 100, 150 units. Typical values: close terrain (25, 50, 75, 100), far terrain (100, 200, 300, 400), performance mode (50, 100, 200, 400). LOD selection: distance < lod0Dist uses LOD 0 (highest detail), lod0Dist <= distance < lod1Dist uses LOD 1, continues through LOD 4 (lowest detail, beyond lod3Dist * 2). Higher thresholds = more detail at distance (better quality, lower performance), lower thresholds = earlier LOD switch (better performance, more pop-in). Thread-safe, immediate effect.