Advice on making tall grass

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Aelis440
Posts: 52
Joined: Sun Oct 05, 2008 8:45 pm

Advice on making tall grass

Post by Aelis440 »

Image

Hey everyone, I essentially want to know if there is a smart way of doing "tall grass" like they do in Call of Duty (picture above). They are essentially just cards and I want to know if there is a good way to do this in Irrlicht. I understand that we could just model a 2-sided polygon and draw on it, but it would be more convenient if this could just be done through Irrlicht. However, the closest thing I have found for this in Irrlicht are Billboards, but they turn with the position of the camera and we can't have that! Is there any way to prevent Billboards from turning or another scene node that does not do this? If there isn't it's not a big deal

Thanks!
vitek
Bug Slayer
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Post by vitek »

You could just use mesh scene node.

Or you could write a custom scene node. I worked on a project that just used system of clumps and patches. Each clump of grass was a series of 3 textured planes. If you looked at the clump from above they would look something like the following...

Code: Select all

      \/
      /\
     /  \
   _/____\_
   /      \
The planes lean a bit so that they don't look horrible when looking straight down on them.

A patch would contain many of these clumps, and each clump would be rotated and slightly different. When placing the patches, the bottom vertices would be moved so that they sat on the ground. This could be done before the first rander after the node has been removed or rotated.

Travis
hybrid
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Post by hybrid »

You could give bitplane's grass patch node a try.
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