tuan kuranes wrote:- I didn't find a way to prevent self-intersection, apart from finding tweaked spring and wind forces...
- Shaders support (per pixel light)
- Lod support (not only reducing vertex count but also reducing spring and normals calculations.)
- collision (at least with a sphere...)
Would it be OK to use parts of it in an Ogre demo?
Was hoping to find a "free software patents" flag somewhere, to cycle with Ogre flag but cannot find one...
3 * 2 * (mNumvertX-1)*(mNumvertY-1);
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