Ah, so you pass it a full set of indexes for all the different types? Cool, so you get a complete set of new normals, texture coords and can reuse the mesh vertices. Ok will have to try that out. Do you know if billboard LOD is used much in addition to mesh LODs today? Just wondering if I should bother, or just try to optimize the mesh for each LOD step. I see that a good “imposter” as they are called have many images depending on view angle which means I would have to render the object at different angles onto a texture to auto generate these.
Btw I also saw an article about a more advanced form for imposter on the Nvidia site:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch21.html
This sounds like a very cool feature as it “only” requires 6 images from each direction of a cube and does some cool trickery to generate an imposter based on these. I was thinking of trying something similar but where I just fade between 6 different quad images depending on view angle (where up to 3 will be seen at the same time at varying intensity). Not sure if it will look any good though, but the idea was to use it for distant objects only.