Object

Defines a collection of models to render together as a single object. May be separated into multiple LODs (levels of detail). May also contain additional values used as defaults in the engine at runtine, if not provided by the game.

Render

  • color is color in sRGB space

  • intensity is multiplier for the color after it is converted from sRGB to linear

  • opacity

Skeletal animation

  • name name of the animation asset to use by default

Size

  • world is the size of the whole object, across its diagonal, in world space units, typically in meters.

  • pixels is the same length but in pixels. This is used to determine LOD at runtime.

The threshold defines at which point the LOD becomes active.

Lods

  • preload is number of levels to automatically preload when this object is loaded. Models in the remaining levels are loaded on demand.

Example lods.object

#[render]
#color = 0.4, 0.2, 1
#intensity = 1
#opacity = 0.5

#[skeletalAnimation]
#name = animationName

[size]
world = 2
pixels = 200

[lods]
preload = 2

[]
threshold = 1
lod0.obj

[]
threshold = 2
lod1.obj

[]
threshold = 4
lod2.obj

[]
threshold = 8
lod3.obj