> Another way that's useful for trees & foliage, is to use a randomized > alpha map and blend via alpha-test. A bit ditherish, but foliage is > pretty ditherish anyway. It depends on your app if it will look good or > not though.
thanks for the hint. first the buildings, then the vegetation ;-) a related question: what is the fastest way to make a subgraph transparent? i tried MakeTransparentGraphOp, but the framerate dropped from 250fps to 0.1fps! :-( the current scene has about ten SimpleMaterials with two TextureChunks each. cheers, simon ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
