Original Post
I have implemented a system very similar to Speed Tree in my D3D engine. I am using batched D3DXsprites for the leaves, and they are rendered by a vertex/pixel shader. I have got a cheap wind effect by simply moving the x position relative the to the base of the tree in the vertex shader.. this looks ok but is not the best effect. In Speedtree they move their sprites independently.. anyone have an algorithm for doing this? The sprites are rendered with billboarding, so all the additional transforms need to be in the vetesx shader i would think-- unless i shouldnt use the automatic billboarding....