forest functions

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I guess it would be possible somehow to animate the Vertices of the Leaf-quads. Each forest patch uses 2 Surfaces: chunk and leaf. Now parse the leaf Tris and animate (using some sin/cos stuff) the Vertices with the highest Y Position. This should work with this kind of Limbs. I agree, the grass is looking kinda static since it is using Quads and they look very flat on the ground. They also look not so good because I used to set the texture flag to masked, not alpha. This was neccessary because there is the pseudo-volumetric fog in use, which is using alpha too, and the alpha-sorted Grass unfortunately was messed up by that Effect, so I had to use masked Grass instead (but at least this allows to skip realtime z-sorting correcture of alpha grass (tm by MasterBeaker)).

Of course you can remove that "myfog" Effect, it will be faster. Personally I thought it looks very nice, that fog floating some meters over the ground.