windy grass. . .

Blitz3D Forums/Blitz3D Programming/windy grass. . .

I would use meshes. Not really a single surface system, uness you want to get into that.
Get the brushhandle for your meshes, and the texturehandle.. then just rotate the texture back and forth on a cosine. all your grass will move , and if you have staggered the yaw (turnentity 0,whatever,0) then they will not all move exactly the same direction at the same time.

You can then make clusters of grass by using addmesh on X number of grass that are close to each other .. reducing the total entity count by a great deal, then use entityautofade on the clusters you have created.

The most processor effecient way to do it. IMO

Theres a function in the archives for rotating and scaling a texture while mainting its central origin. use that.