i plan to have an LOD system in my graphics module. basically in a class of mine there is an array of Object3D or Mesh, and i can choose which LOD should show up. the problem is , should i use an array of Object3D or Mesh?
i originally planned to use Mesh, and use setMesh() to switch Mesh when i need another LOD. but later i read the forum and saw that UV data were stored in Object3D, not Mesh.
on the other hand, the downside of using array of Object3D, is that:
i have an object tree, each object can have multiple children that inherit its transformation. when i switch LOD, i have to call Object3D.removeParent, Object3D.addParent, world.removeObject, world.addObject... on multiple Object3D's.
Java performance is quite good, and these calls should not cost much, but it just looks like some trouble.
i can also do it without the parent system from JPCT, meaning that i do all transformation in my code, and use setOrigin, setOrientation, setTranslationMatrix etc to position the Object3D's. then i don't need to call removeParent,addParent, but my code for transformation would grow large, that's some trouble too.
is there a simpler way to make an LOD system?