Thanks for the comments guys!
Im ever-continuing to improve the system and some of things mentioned above have already been rectified.
Wiebo:
Hmmm, I've yet to experience this. How odd.. Does it happen on all the demo lvls or just a certain tree? I'll look into this!
Masterbeaker:
1) Yes, its all preference.
2) Miping at close distance in the demo is a mistake, i was testing some effects in the demo and forgot to remove the flag. Actually, it would speed things up quite abit if that mipping was never removed.
3) alpha or masked is a prefence as well.
4) I havent seen that yet! but will investigate. Could it be a framerate problem?
Knotz:
ST3d has access to memory allocations will allow for far greater perfromence when dealing with spline anims.
The nature of BlitzTree3d is speed first, then effect second. But speedtree won't work in Blitz3d. Good find though as you are 100% correct.
RiRaf:
I'll never tell! :)
Im ever-continuing to improve the system and some of things mentioned above have already been rectified.
Wiebo:
Hmmm, I've yet to experience this. How odd.. Does it happen on all the demo lvls or just a certain tree? I'll look into this!
Masterbeaker:
1) Yes, its all preference.
2) Miping at close distance in the demo is a mistake, i was testing some effects in the demo and forgot to remove the flag. Actually, it would speed things up quite abit if that mipping was never removed.
3) alpha or masked is a prefence as well.
4) I havent seen that yet! but will investigate. Could it be a framerate problem?
Knotz:
ST3d has access to memory allocations will allow for far greater perfromence when dealing with spline anims.
The nature of BlitzTree3d is speed first, then effect second. But speedtree won't work in Blitz3d. Good find though as you are 100% correct.
RiRaf:
I'll never tell! :)