wip

Miscellaneous Forums/Graphics Showcase/wip

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Thanks everybody.
Basicly it's the same as the grass example I posted years ago, see archives. The automatic lightmap support is using entitycolor for the quads. The colors are determined in a caching task done prior release.

There's a grid of possible grass quads, stored in a number of arrays for location, rotation, color. I am using a contingent of copied entities, eg: 2000. Now the 2000 Entities are positioned around the payer, using EntityAutofade. Grass dense etc. are settings in a cfg file, so the contingent must be redefined depending on the level.

It's pretty fast, but on my weak radeon 9200 low end rig the framerate drops down. with some more experience I'll be able to design the grass areas in a way that allows to use a lower contingent.

I still have to add some features to the engine, but I hope I'll release a demo in a few weeks.

BTW: using alphaed DDS helps a lot!