> // If the number of grass objects isn't too large you can also
> // read their type from a string (or from an array of strings,
> // one for each row.) If the MyGrasses are stored in an array
> // MyGrass, the following lines would look up the type of grass
> // and put the corresponding piece of grass into the scene:
Do you mean how many different types are not too large? Or how large
each type is? Since each MyGrass is actually a mesh of a rather large
number of triangles :)
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