David Megginson writes:
Feel free to play with the sample tree and to compare it to the
non-billboarded tree. I don't know which approach would be better for
an entire forest:
1. The non-billboarded tree has 18 vertices (or so), but doesn't
require any special dynamic transformation.
2.
David Megginson wrote:
Erik Hofman writes:
Norm: which do you think would be more efficient for a forest of, say,
500 trees?
I would say, billboarded spherical trees handled as particles.
I don't understand 'particles'.
Particles (in OpenGL) are a large number of polygons
Erik Hofman writes:
Particles (in OpenGL) are a large number of polygons which have the
same characteristics. By updating the particles in one shot you
should be able to get the best perfomance out of the hardware.
Do you mean that all of the billboarded trees would be under the same
Use billboarded trees, especially when they rotate around z only, very
careful. The funnniest sight I ever had in a flight sim was when
I flew directly over a forrest of billboarded trees and (in outside
view) looked straight down. You get concentric tree rings that move
along at the speed of the
Erik Hofman writes:
Norm: which do you think would be more efficient for a forest of, say,
500 trees?
I would say, billboarded spherical trees handled as particles.
I don't understand 'particles'.
All the best,
David
--
David Megginson, [EMAIL PROTECTED],
David Megginson wrote:
Norm: which do you think would be more efficient for a forest of, say,
500 trees?
I would say, billboarded spherical trees handled as particles.
Erik
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I've just checked in changes to add a billboard animation to
FlightGear 3D models. The billboard animation causes an object (or
entire model) to rotate towards the camera about its z-axis and,
optionally, its x-axis as well. Here's the XML wrapper for a sample
billboarded tree (only 4 vertices)
David Megginson writes:
Feel free to play with the sample tree and to compare it to the
non-billboarded tree. I don't know which approach would be better for
an entire forest:
1. The non-billboarded tree has 18 vertices (or so), but doesn't
require any special dynamic transformation.
2.