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Thread: billboarding

  1. #1
    Junior Member Regular Contributor
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    Dec 2000
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    Florence, Italy
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    billboarding

    i'm currently using billboarding for trees and clouds in my flight simulator. The problem is that it works only in two dimensions: it is perfect for a game like Quake, but in a flight simulator, when you pass above the trees you clearly see they are quads. How is possible to overcome to this ? There are other techniques ?

  2. #2
    Intern Newbie
    Join Date
    Oct 2002
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    Moscow Russia
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    Re: billboarding

    Originally posted by penetrator:
    i'm currently using billboarding for trees and clouds in my flight simulator. The problem is that it works only in two dimensions: it is perfect for a game like Quake, but in a flight simulator, when you pass above the trees you clearly see they are quads. How is possible to overcome to this ? There are other techniques ?

    Trees - the first one solution comes to mind is to use polygonal trees. Where to get - for ex speedtree http://www.idvinc.com/
    tool assist to develop the trees
    we at the company are developing trees manually http://www.vrtainment.com/vrtainment...ects/trees.htm

    clouds take a look here http://www.cs.unc.edu/~harrism/SkyWorks/

    also from DX sample the idea of multiple cloud layers could be used link to DX sample is http://www.ati.com/developer/samples/clouds.html

    some more on trees...
    I'm not sure but maybe
    Relief Tetxure Mapping see http://www.paralelo.com.br/en/portfo...d/cg/index.php

    could be used...



    [This message has been edited by SergeVrt (edited 06-15-2003).]

  3. #3
    Senior Member OpenGL Guru
    Join Date
    Mar 2001
    Posts
    2,704

    Re: billboarding

    For cheap, in-the-distance trees, try modeling the tree as three quads: an X capped with an upwards-facing quad on or near the top.

    For better quality, use polygonal models, although these get expensive fast. Look into various impostor techniques (render-to-texture) to improve the rendering speed (assuming you have the texture memory).
    "If you can't afford to do something right,
    you'd better make sure you can afford to do it wrong!"

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