Outerra Engine > Development screen shots and videos

3D Trees WIP

<< < (8/8)

So, just i love OT technology, i hate those billboards, especially when looking from above and seeing the circles.
Having tried Eric Brunetton's proland, i found the trees rendering tech well thought, allowing for a great number of trees (hunderd of thousends) being able to be rendered without issues. Vsync being activated, the FPS stayed at 60 the whole time even when switching from close view with a thousend or two trees  to  large view with houndreds thousends of them.
The question is: why hasn't Brunetton's way been applied to OT? Compatibility reasons with Ot's code? His code is too simple?  =D Something else?

If Cameni see this and has few minutes to answer, i'd appreciate very much. Thanks


[0] Message Index

[*] Previous page

Go to full version