Oh btw, forgot about this reply:
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What is this concept about ? If you have z-information, how can you use it with 2D quad so that DirectX doesn`t care ? Do you then "copy" Zbuffer values of the tree into Z-Buffer directly ?
The idea is to convert the z-information into a bumpmap, so that perspective lighting can be preserved, even on a flat surface.
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Also Yann, how many rotations of same tree do you allow per scene ?
More or less infinite. It''s an image cache, so the tree gets splatted in whatever position he was at the moment the LOD decided to convert it to a texture. But for better efficiency, I somewhat quantize (snap) the rotation angles, currently to 10 degrees precision. This will decrease the number of cache usage.
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Yann, those trees you showed us, how many tris do they have actually in your case ?
The trees I normally use have approx. 20,000 to 150,000 faces.
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20.000 would seem as an overkill for just one tree until there is just one in the scene.
20k is far from enough for a big realistic tree. You need around 100k for those. And about the performance: well, that''s what the LOD system is there for.