BTW, some more information.

Current capabilities:
  - Support for different kinds of geometries (any mesh factory)
  - Support for static LOD (using simpler geometries in the distance)
  - Constant density per type of geometry.
  - Density scaling so that there are fewer objects in the distance.
  - Fading of objects in the distances. Makes for smooth transitions.
  - Random rotation of objects.
  - Works on top of any kind of mesh (typically terrain, thing, genmesh, ...)

Planned in the future:
  - Currently only constant density is supported. I also plan support
    for artist supplied density map.
  - Support for density based on material (i.e. on 'grass.png' density for grass
    can be higher then on 'rock.png').
  - Support for space placement so you can use this also for (for example)
    generating asteroids in space.
  - New instancing mesh factory. Currently the biggest performance bottleneck
    of this is the number of objects that are generated. I plan a new type of
    mesh factory that would make it easier to combine different smaller objects
    into one bigger object. This should speed up the framerate considerably.

Greetings,

On 12/22/05, Jorrit Tyberghein <[EMAIL PROTECTED]> wrote:
> http://img356.imageshack.us/my.php?image=crystal0021zq.png
> http://img527.imageshack.us/my.php?image=crystal0033gv.png
>
> Greetings,
>
> --
> Project Manager of Crystal Space (http://www.crystalspace3d.org)
> and CEL (http://cel.crystalspace3d.org)
> Support Crystal Space. Donate at
> https://sourceforge.net/donate/index.php?group_id=649
>


--
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649


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