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plant_rendering [2008-07-14 10:51] davegriffithsplant_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:
  
 {{http://farm4.static.flickr.com/3003/2663638019_4de6239b37.jpg?v=0}} {{http://farm4.static.flickr.com/3003/2663638019_4de6239b37.jpg?v=0}}
  
-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. with a bit of texturing it looked like this:+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. With a bit of texturing it looked like this:
  
 {{http://farm4.static.flickr.com/3167/2663638025_4b412b3d04.jpg?v=0}} {{http://farm4.static.flickr.com/3167/2663638025_4b412b3d04.jpg?v=0}}
  • plant_rendering.txt
  • Last modified: 2008-07-14 14:26
  • by davegriffiths