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Rendering · concept

LOD groups

A discrete level-of-detail chain authored as a parent carrying screen-height thresholds and children carrying their level numbers, chosen per view after culling and hidden through the visibility bitset — the LOD story for meshes with no cluster hierarchy, and for the levels a cluster DAG cannot express because they change material.

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  • Meshes and materials, type by type — Neither word names a type — each names a chain of them, one per stage, plus four subsystems that borrowed the same word.
  • Drawing foliage — Cells culled as objects, instances culled within them, LOD decided per instance, and one indirect command per level.
  • Culling and streaming instances — Per-instance culling and LOD binning inside a batch, per-instance parameters beside the transforms, and a grid that keeps pages resident around whoever is moving.