Vegetation Part 3
Billboards, transitions, and rendering are now done, and as you can see in the screenshot below, the idea works great. In Leadwerks 2, this application would have used hundreds of megabytes of data to store all the individual 4x4 matrices of each object. In Leadwerks 3, the instances are generated on the fly, so the application uses no more memory than a map with a blank terrain:
Still to do:
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Fade out billboards as they approach max view distance.
- Add rows to break up generated billboard textures.
- Add DXT compression to generated billboard textures.
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Add sub-grid rendering so GPU is only evaluating instances within a certain distance to the camera.
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Add physics collision.
- Vegetation painting tools in editor.
- 13
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