mParameters = new Parameters();
mTrunk = new Stem( mParameters );
mTrunk->grow( Quaternion::IDENTITY, Vector3::ZERO );
mTrunk->createGeometry( manualObject );
mTrunk->createLeaves( billboardSet );
vojtek87 wrote:It exports only the parameters which are used to create trees, so you can say that it has its own API for generating them. Exporting to .obj or any other mesh format is pointless at this moment, because leaves are billboards. But this may be necessary in the future, as trees may be generated differently on different computers (depending on pseudo-random numbers generated inside). I will probably add possibility to save leaves definitions alone.
I promised SiENcE to fix something (update Ogre to newest version and provide a D3D renderer as an option as well as cleaning material scripts) during this weekend, but unfortunately I didn't have time. Will be done when I find some, I promise.
SiENcE wrote:I don't know what gives the most performance.
voxel wrote:SiENcE wrote:I don't know what gives the most performance.
I suspect leaves as separate is the fastest i.e all Billboards are drawn in one batch.
Making all the tree trunks(barks) group into one static geometry would also be very fast. Only the leaves would probably animate.
jacmoe wrote:This seems like a great alternative to OgreSpeedTree - for those of us not loaded with money.
jacmoe wrote:Not really. CaduneTree is MIT.
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