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Yep, I tried that too. It took most of last evening to rewrite the
transformation code, but once I had it still had all the same problems as
when it had been 1 mesh per leaf. My foliage include is just a 5 meg mesh.
Though my rewrite of the branch code works fine, so if I want lots of bare
trees there's no problem. :(
--
Tek
http://www.evilsuperbrain.com
"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:3E02D541.9ED0828F@gmx.de...
>
>
> Tek wrote:
> >
> > Well I no longer have the code that didn't work, plus I'm not sure how
Gilles
> > would feel about me distributing my modified version of his code. But
you might
> > want to try this:
> >
> > If you have maketree you can probably recreate my problem using the
second
> > example tree (extree2.pov), provided you don't use the branches ('cause
they're
> > not meshes).
> >
> > Set it to output files (dofile = true), then run it so it produces 3
files.
> >
> > Create a new scene that declares an object as:
> > #declare tree = #include "gtfoliage2.inc"
> >
> > And then try placing 8000 instances of that object in a loop. In theory
you
> > should experience the same difficulties I do, though if not I'd be
interested to
> > know because it would indicate some other problem in my scene.
>
> If you do that with an unmodified maketree you get one mesh for every leaf
> and 'tree' is a union of several thousand meshes. Using that several
> times will require at least the memory for the transformation matrices for
> each mesh so you won't save much. The trick is to put all leaves in *one*
> mesh. This involves some modification of the code, you have to transform
> the vertices of the leaf instead of the leaf itself.
>
> Christoph
>
> --
> POV-Ray tutorials, include files, Sim-POV,
> HCR-Edit and more: http://www.tu-bs.de/~y0013390/
> Last updated 07 Dec. 2002 _____./\/^>_*_<^\/\.______
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