Shadoh Posted July 6, 2014 Posted July 6, 2014 Background I've got a lot of trees on my map, and that's fine I've devised a way of lowering the polycount and render calls my dynamically making billboardish type models that generate on map load. But I need more view distance for the high quality trees, and at the moment it's only 10 resulting in between 25-100 high quality trees at once, and you can see the switch between low and high quality trees. The tree low/high quality switch is done by discarding pixels from the low quality mesh if they are too close, and spawning the high quality tree. Question Is there a way to setup my trees to be instanced, a lot of them have the same model, and instancing would definitely increase the FPS. Quote
Thirsty Panther Posted July 6, 2014 Posted July 6, 2014 Check with Shadmar. He is going tree crazy at the moment. http://steamcommunity.com/app/251810/screenshots/ Quote
Ma-Shell Posted July 6, 2014 Posted July 6, 2014 Try this: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entityinstance-r173 1 Quote
Shadoh Posted July 7, 2014 Author Posted July 7, 2014 Oh wow, didn't know that existed! I'll try it as soon as I get home Quote
mdgrigg Posted August 7, 2014 Posted August 7, 2014 Shadoh could I ask how you laid down the large amount of trees? Quote
Rick Posted August 7, 2014 Posted August 7, 2014 Instancing is done by default. If you load the same model without any special parameters to the Load() function it'll be instanced. If you are placing trees in the editor by hand it'll be instanced. Quote
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