> Now I'm planning to create a overview of the building (lightweight) so
> that user can at-least visualize few things which corresponds a
> building. untill user go to specific LOD level full details will not
yes, this is a good approach.
from far away a buidling can be represented with just a colored scaled
even more than reducing the geometric complexity, you can gain from
using a lod representation with downsampled textures.
you need to use the original high res buidling textures only when the
viewer is very close to the building (not to be mixed up with
mipmapping which reduces artifacts, but not the memory footprint).