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Wasn't it MR who wrote:
>7000 objects per 16MB, eh?
>
>on my drive to work i pass this wooded valley. the other day
>the sun was just coming up and a light fog hung down low
>exposing only the tree tops. i thought to myself, "i could do
>that." there are several nice include files for trees, but when
>you tack all the leaves on it, building an entire woods with
>maybe 100 or 200 trees is gonna drive the object count thru
>the ceiling.
But if you use Paul T. Dawson's mesh tree macro you can render hundreds
of trees reasonably easily and quickly. The trick is to only have a few
*different* trees and make them look different by scaling and rotating
them by different amounts as you plant them.
The pdt_tree macro builds the trees out of a small number of complicated
meshes, rather than a large number of simple objects, and that works out
to be very memory efficient.
With 10 different reasonably complex trees, each one planted 10 times,
giving a total of 100 trees I get "Peak memory used 70614011 bytes".
--
Mike Williams
Gentleman of Leisure
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