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My Pine Trees in Copperlicht
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[quote][b]csp-games[/b] wrote: Hi Sam, thanks. Yeah, 1k is almost nothing, but then again, many trees quickly add up. So I am using about 50 of these trees closeup, and the whole rest of it (like 950 in directX) as an ultra low poly LOD version. I was testing various methods for the low poly tree,.one was to render the tree from 144 angles and put them on a 2kx2k texture, then use billboards for trees and alter texturecoords for each billboard so it displays the one render that has the right angle. The other method uses X-cross meshes, 4 tris crossing, and texture each plane with a render from the correct angle, but rendered with narrow camera range so it will render only the plane that's facing the camera. However, I struggle with both methods when it comes to the smooth fading between the versions, that's when alpha transparency reaches 1.0 the suddently z-sorting kicks in on the high poly tree, causing a pop in artefact. There seems to be no way around this problem, not in directX and not in webGL. So I try to work around the problem. A bit of a downer was when I had 400 (4-tris) tree clones in Copperlicht, the framerate dropped significantly. In directX I have the same trees, running with 3500 trees and 2x 127k tris terrain meshes at 30fps[/quote]
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