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Josh Babcock schrieb:
> LeeE wrote:
>> On Sunday 30 December 2007 09:47, Detlef Faber wrote:
>>> Hello,
> 
>> Could it be that the overhead of rotating many simple billboard 
>> objects accounts for the performance hit over an equivalent number 
>> of more complex static models?
> 
> Probably has more to do with the fact that the billboards are not only 
> UV mapped, but also have an alpha channel. These new ones appear to just 
> be using OGL materials. I wonder, does OSG do vertex painting? That 
> would be a great way to make these look better without adding a texture.

I'm a bit out of the current 3D programming that FGFS uses... But
wouldn't a vertex shader help in this case (for billboarding as well as
generic trees)?

CU,
Christian


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