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Falagard wrote:Nice. I downloaded the source, but is there a compiled demo for the lazy? I'm not currently set up to compile this (Ogre is out of date, etc.).
Mr_Ridd wrote:This is excellent. Although I was a bit disappointed when the leaves didn't rustle and break off when you walked past them

painting the trees on the terrain


WolfSpinach wrote:I assume you could use a system like this for doing fur? I'm thinking sort of like Conker or Viva Pinata.


Falagard wrote:WolfSpinach wrote:I assume you could use a system like this for doing fur? I'm thinking sort of like Conker or Viva Pinata.
You'd be better off with your artists creating polygon fins with alpha blended textures for fur on a modelConker used a traditional fur shader, Viva Pinata used geometry for the paper effect.
Either of which are pretty off topic for a tree/grass loading and rendering system



Render Target 'PagedGeometry Example 7 - Lightmaps' Average FPS: 1050.18 Best FPS: 1309.69 Worst FPS: 2.32831e-007
This looks almost as good as the stuff they do in farcry. The only thing missing is some movement to the trees. I wonder, since the trees aren't entities do they support animation? What about event driven animation?
Maybe its a little too fastSometimes when I move everything just dissapears, I think it has something to do with the time between 2 frames being zero.

JohnJ wrote:The PagedGeometry engine itself can handle 0 length time steps fine, but I forgot to account for that in the demos' delta-time based movement code. I guess it never occurred to me that the demos would be running over 1000 FPS
I'd enable vsync or turn up the screen resolution / anti-alias settings to avoid the high frame rates for now.
/*
static Ogre::Timer t;
Real timeScale = t.getMilliseconds() * 0.1f;
t.reset();
*/
static Ogre::Timer t;
static unsigned long oldTime = t.getMilliseconds();
unsigned long tt = t.getMilliseconds();
Real timeScale = (tt-oldTime) * 0.1f;
oldTime = tt;

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