Controlling the Level of Detail Using a Progressive Mesh

Naturally, in some cases you only want to simplify a mesh. For example, imagine a model for a rocket you've just fired. Unless you have really bad aim, more than likely this object will not return toward you. However, a more common case is where you need to progressively lower or raise the level of detail. I'm sure you can see where the name of the progressive mesh came from.

Unlike the SimplificationMesh, the ProgressiveMesh class derives from the BaseMesh class and can be used directly to draw the mesh onscreen. The ProgressiveMesh class is created in much the same way that the SimplificationMesh is. Look at the constructor:

public ProgressiveMesh ( Microsoft.DirectX.Direct3D.Mesh 

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