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If you comment out "loadingWorld->Render(framebuffer);" trees will be seen, otherwise not #include "Leadwerks.h" #include "ComponentSystem.h" using namespace Leadwerks; int main(int argc, const char* argv[]) { RegisterComponents(); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); auto loadingWorld = CreateWorld(); loadingWorld->Render(framebuffer); //Create a world auto world = CreateWorld(); auto scene = LoadMap(world, "maps/veg_test2.map"); while (window->Closed() == false) { world->Update(); world->Render(framebuffer); } return 0; } Test map: veg_test2.zip
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Was wondering if the engine could support destroy-able vegetation, and if so could I create something that doesn't damage performance too much, or at all.
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Is it possible to adjust the height or scale of vegetation with either code (Lua or C++) or within the editor? For instance, see the following screenshot with the marshgrass asset in front of a building with a door at player height. It's very tall, preventing the default FPSPlayer prefab from seeing over the top of it easily. Is the only way to do this to adjust the model? If so, how can we get varying heights / scale sizes for grass or trees?
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- water
- vegetation
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1. What are the polygon or vertices limit for a single instance? 2. Are there only two LOD for each instance? (billboard and regular model) 3. In this system can we add more LOD? 4. How are animations handled for the instanced vegetation? 5. If I have trees that are rigged, can I use different animations at the same time on identical instances?