On 23 Apr 2013, at 07:22, Renk Thorsten <thorsten.i.r...@jyu.fi> wrote:
>> 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.

Yes. If we put the deciduous trees at the beginning of the texture strip I can 
pass through information on the fraction of trees that are deciduous as a 
uniform and you can compare the x texture coordinate against that. 

At most a couple of lines of c code. 


> 
>> 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...) 

Actually, I had this working very nicely a couple of months ago - using a sine 
function on time multiplied by wind factor to shift the top texture coordinates 
so the top of the trees move.  I even had a nice larger scale effect to produce 
the sort of wave affect you see across the tree tops

However to be visible at normal ranges (500m+) the wind had to be absolutely 
howling and shifting the tree tops many meters, so it really didn't seem worth 
the  minor computational cost. 

-Stuart

> 
> * Thorsten
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