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LodScheduler

Struct LodScheduler 

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pub struct LodScheduler {
    pub lod_thresholds: Vec<f32>,
    pub hysteresis_margin: f32,
    /* private fields */
}
Expand description

Decides when to upgrade/downgrade chunk LOD.

Uses hysteresis to prevent LOD thrashing: upgrade requires distance < threshold, downgrade requires distance > threshold + hysteresis_margin.

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§lod_thresholds: Vec<f32>

Distance thresholds for each LOD level. lod_thresholds[n] = max dist for LOD n.

§hysteresis_margin: f32

Hysteresis margin to prevent thrashing.

Implementations§

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impl LodScheduler

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pub fn new(lod_levels: usize, chunk_size: f32) -> Self

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pub fn desired_lod(&self, dist: f32, current_lod: u8) -> u8

Compute the desired LOD for a chunk at a given world distance.

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pub fn update( &mut self, camera_pos: Vec3, chunks: &HashMap<ChunkCoord, u8>, config: &TerrainConfig, )

Update LOD decisions for all visible chunks.

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pub fn pending_changes(&self) -> &HashMap<ChunkCoord, u8>

Get the pending LOD changes.

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pub fn load_priority( coord: ChunkCoord, camera_pos: Vec3, chunk_size: f32, in_frustum: bool, ) -> i64

Compute priority for loading a chunk (used by LoadQueue). In-frustum and close chunks have highest priority.

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