Hi dark_sylinc,
I'd like to raise a feature request regarding the MeshLodGenerator. The current MeshLodGameState sample notes that the mesh must be in v1 format because the MeshLodGenerator hasn't yet been ported to v2 interfaces, with the suggested workaround being a v1 → generate LODs → v2 round-trip conversion.
In my engine (NOWA-Engine, built on Ogre-Next) I've made a deliberate architectural decision to use Ogre::Item and v2 meshes exclusively — v1 is completely gone from the pipeline. The v1 round-trip workaround is therefore not viable for me: it introduces significant load-time overhead, complicates the asset pipeline, and reintroduces a v1 dependency I've specifically eliminated.
What I'd like to request is native MeshLodGenerator support directly for v2 meshes, without requiring any conversion step. Concretely:
- Port the MeshLodGenerator to operate on v2 VertexArrayObject / VertexBufferPacked structures natively
- Allow LOD levels to be generated and stored directly on an Ogre::MeshV2 instance
- Ideally expose this through the same or a parallel API to the existing MeshLodGenerator so existing tooling patterns transfer cleanly
I'm happy to test against a development branch if that's useful. Is this something on the roadmap, or would a community contribution be the right path here?
Thanks
Best Regards
Lax

