Thanks for the comments,
Red - nah the voodoo can't handle the last batch of shots, but I blamed entity coloring and sure enough, did some re-work with random targa files and increased the fps by 30% (omitting random surface coloring).
The latest shots ran at 21fps on celeron 466 w/voodoo 16mb.
69 fps on my amd w/ gf4 ti.
Trimming down the thickness and adding a timer control to the grass locator will render much higher fps. I'm hoping by this time tommorow the lastest screenshots will be game-playable material.
Smurf, grass can be omitted based on height variation... also grass-types can be used in an altitude forumla. As of now I haven't figured out a way to pull the rgb value of a certain terrain segment so I have no real control over where grass is placed. To improve on this a map file could be made with pre-determined grass locations. While this would add to the resource pool, it would allow for control over grass placement. Something to consider I suppose.
EDIT:
Hmm giving this more thought, i suppose a bitmap can be used to determine grass-able areas. As in a black bitmap using 'shade-to-grey' method. Easy enough to determine the 3d coords of an area based off a bitmap pixel location ...Something to play with! fun fun.. :)>>
Red - nah the voodoo can't handle the last batch of shots, but I blamed entity coloring and sure enough, did some re-work with random targa files and increased the fps by 30% (omitting random surface coloring).
The latest shots ran at 21fps on celeron 466 w/voodoo 16mb.
69 fps on my amd w/ gf4 ti.
Trimming down the thickness and adding a timer control to the grass locator will render much higher fps. I'm hoping by this time tommorow the lastest screenshots will be game-playable material.
Smurf, grass can be omitted based on height variation... also grass-types can be used in an altitude forumla. As of now I haven't figured out a way to pull the rgb value of a certain terrain segment so I have no real control over where grass is placed. To improve on this a map file could be made with pre-determined grass locations. While this would add to the resource pool, it would allow for control over grass placement. Something to consider I suppose.
EDIT:
Hmm giving this more thought, i suppose a bitmap can be used to determine grass-able areas. As in a black bitmap using 'shade-to-grey' method. Easy enough to determine the 3d coords of an area based off a bitmap pixel location ...Something to play with! fun fun.. :)>>