Vulkan Schnee 0.0.1
High-performance rendering engine
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LodSettings Struct Reference

LOD (Level of Detail) system settings. Controls the Nanite-style per-cluster LOD selection behavior. More...

#include <Settings.h>

Public Attributes

bool enabled = true
 Enable/disable LOD system.
float errorThresholdPixels = 1.0f
 Target pixel error for LOD selection.
bool ditherTransitions = true
 Use dithered transitions instead of hard cuts.
bool debugVisualization = false
 Color clusters by LOD level in shader.
int32_t forcedLodLevel = -1
 Force specific LOD level (-1 = automatic)
uint32_t minClustersForLod = 4
 Minimum cluster count to generate LOD hierarchy.

Detailed Description

LOD (Level of Detail) system settings. Controls the Nanite-style per-cluster LOD selection behavior.

Date
2026-01-26
Author
Konstantin Passig

Definition at line 68 of file Settings.h.

Member Data Documentation

◆ debugVisualization

bool LodSettings::debugVisualization = false

Color clusters by LOD level in shader.

Definition at line 73 of file Settings.h.

◆ ditherTransitions

bool LodSettings::ditherTransitions = true

Use dithered transitions instead of hard cuts.

Definition at line 72 of file Settings.h.

◆ enabled

bool LodSettings::enabled = true

Enable/disable LOD system.

Definition at line 70 of file Settings.h.

◆ errorThresholdPixels

float LodSettings::errorThresholdPixels = 1.0f

Target pixel error for LOD selection.

Definition at line 71 of file Settings.h.

◆ forcedLodLevel

int32_t LodSettings::forcedLodLevel = -1

Force specific LOD level (-1 = automatic)

Definition at line 74 of file Settings.h.

◆ minClustersForLod

uint32_t LodSettings::minClustersForLod = 4

Minimum cluster count to generate LOD hierarchy.

Definition at line 75 of file Settings.h.


The documentation for this struct was generated from the following file:
  • /home/magerbeton/Documents/gl3-vulkan/Engine/include/Engine/Core/Settings.h