This page updated: September, 2003
GLS TReal tree test
- Activate from Render Menu
- View 5 types of Trees: Sprites (Billboards), Solid form (3ds,dxf,ms3d), solid Fractally generated, non-existant L-System evolving tree, Gls Treal Tree
- The mouse is used to rotate around the tree... or is it rotate the tree around.
- Pressing the Buttons Add [amount input] of that type of Tree... or 1 L-System Tree [Generation Levels], or 1 Treal Tree, to see the interaction and the effect on Frames Per Second (FPS) First Person Shooter. Sprites have minimal affect, Solids have ~20 FPS (~5 FPS each), TReal Trees drop FPS from 100 to 0.0 (too much to tell... below zero actually) {from ~1000 to 3.25}. Your mileage may vary. Can you see the 'real' tree? Can you see the tree second from the right 'appears' in front of the tree on the left... a transparency problem... can be solved by careful placement and creation order. These trees are randomly sized and located.
- For a Forest: get an image and use as a boundary wall that is blocked from approaching too closely. Place a few Sprites or Solids in front. Have 1 Treal Tree that is 'moved' to replace a Sprite when within a defined range. This allows viewing at extremely close ranges.
Rewrite in Direct OpenGL component so the Range degradation is in effect for the forest of Treal Trees. Thus each is approachable, just drawn as a Sprite until viewed close up.
gls tree test
- Tree type Description
- Fractal (Alexandre Hirzel Fractal Asteroid Tree)
- L-System 3D evolving tree
Copyright
© 1991..2003 by Ivan Lee Herring