David Megginson wrote: > Alex Perry writes: > > > David, if you only use the texture space within (0,0) (1,0) (0.5,1) > > and use a single triangle for the billboard, does it save a vertex ? > > That might let you use a lot more trees, even though it won't help > > other stuff such as buildings. > > For anything but a very pointy coniferous tree, that would mean > extending the triangle fairly high above the top of the tree, which > would lead to one current problem and one future problem: > > 1. Alpha textures cause all kinds of ordering problems; if the alpha > texture sticks up higher, it's more likely to obscure some sky. > > 2. If we ever implement collision detection for these, you'd get a > collision even when you were well clear. > > That said, feel free to experiment -- everything is configured in the > XML, so it's easy to play with models, densities, etc.
One trick might be placing the triangle upside down. Trees tend to be smaller there anyway, and even if it wouldn't look that nice, you probably won't even notice it. Erik _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
