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plant_rendering [2008-07-14 10:51] – davegriffiths | plant_rendering [2008-07-14 10:53] – davegriffiths | ||
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One of my lsystem attempts - a very stylistic approach (all right angles). | One of my lsystem attempts - a very stylistic approach (all right angles). | ||
- | trees are built out of cube primitives for an artificial life simulation, in isometric projection: | + | Trees are built out of cube primitives for an artificial life simulation, in isometric projection: |
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- | The cubes approach was too slow (for my old graphics card in 2004) so I moved to using camera facing geometry (sprites), textured with faked normals to make them shade according to the lighting to appear cylindrical. | + | The cubes approach was too slow (for my old graphics card in 2004) I was spawning hundreds of trees at a time - they were evolving using mutation errors of data encoded in seeds the trees dropped. I later moved to using camera facing geometry (sprites), textured with faked normals to make them shade according to the lighting to appear cylindrical. |
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