+As we move a model further away from the camera, the mesh gets smaller and fewer fragment shader need to be evaluated. However, we would still need to call the vertex shader for every single vertex to know where it ends up on screen, even if the detail they describe would be too small to notice. To improve performance, it is common practice to not just have a single mesh, but to create multiple meshes at different detail levels that can be swapped out, usually depending on the distance to the camera.
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