> Definitely looks like it.   Could you provide some further details on
> this please:
> a) Where are you seeing this ?
> b) which materials file (dds ? regions? )
> c) Have you deleted the Textures.high file to use lower resolution
> textures?  The
> trees in the screenshot look even more blocky than normal.

After fresh pull yesterday, I can confirm the issue. 

a) Caribbean and French Alps so far
b) using regional definitions
c) no - just tried out of the box

> I think so.  The textures here are very small (512x512) so the
> difference between  a 512x128 and a 512x512 texture would be miniscule while 
> loading 4
> textures rather  than 1 from disk might be significant.  IIRC Thorsten also 
> did
> some experiments and found that having additional textures references
> in a shader had a significant performance impact.

If you had two different texture sheets and would need bare trees high up and 
leafy trees down in the valley, you would have to look up both of them for each 
tree - which is not so optimal. I think Stuart's way trades GPU memory (you 
have 4 times the sheet size now) against speed (just a single lookup).

We may think about not doing the two winter slots as a simple noise function 
with white color can paint them with snow as well, but I think eventually we'd 
like to have nice winter images with snow piling correctly on the branches, and 
this is close to impossible procedurally, so I can see the advantage of the 
scheme here.

Stuart, is it possible to pass somehow the info what trees are deciduous? I've 
done some testing, and I can selectively pick 'green' hue in the shader and 
color-rotate these pixels to autumn colors, but this is not sensitive enough to 
key on the difference between leaf and needle - if we had that, we could have 
autumn colors in addition.

> Then "fall" and "windy" could be combined with particles (?) to simulate  
> wind blown leaves and dynamically painting the foliage part of the  
> texture with alpha to make leaves fall off on windy weather..? ;) Kinda  
> special case and maybe not worth the effort but might be quite awesome  
> jaw-dropper on the right moment.. ;-)

Yes, let's forget about spending all the framerate for flight and do realistic 
vegetation - trees and grass should also move in the wind :-) (I like the idea 
in principle because it's just mad enough to be charming...) 

* Thorsten
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