"Hm, strange... With TreeMagic I got for one .x tree 300-400 triangles, but my frame rating is going down from 60 to 9 FPS, when camera is near to the tree Question"
dunno in irrlicht , but in general gam engines, many surfaces/entities, can be a bottle neck...arbaro outputs two groups : trunk+terns, and another group, the leaves. maybe treemagik exports a grou per leaf, dunno.that'd killl any engine, even a low pol tree.
maybe vertices get out un-connected. also a possible reason.
i doubt is using many textures.
some engines have prblems when drawing almost coincident walls. upload ur tree exported, et captor, just the mesh and textures in a zip, just as u load em in irrlicht i'll surely will know what happens.
"Also leaf are displaced."
dunno. in arbaro u can place with leavez distribution and location.
for its nature, leaves are allways unconected objects, though like in arbaro, attached as one surface, just not welded.
one think i'd like in arbaro is the automatic weld and transition at base of main branches from trunk...anyway, these are easily welkded if ur a modeller.
btw, as i'm terribly curious, gonna try the other options here..
btw, there's an l-system tree pyhton script to make trees inside blender,lol...to thoae interested, but is not as advanced as these external ones, imho, and u can allways import objs in blender, arbaro works like charm with it (i made one complex tree in 2 minutes, yesterday and imported in blender, for some arbaro tests...)
"With arbaro tree generator got 2000-3000 vertices, but framerate is goof."
u can go even lower, hope u know u can make 1 tri per leaf, with certain leaf shape type and settings...
" I only cannot export textures with this tool - don't know why."
that's as yet no export obj uvs, but, trust me...hehe...keep tuned... :HUGE wink:
it does export uvs and probably materials in pov format.
and as i say...yum....keep tuned...imho, this project has one of the brightest futures...its open source, and the author is very active about it.
though, previously to had any hopes on it having uv export, i managed to make uvs for it, but involves having an advanced uv tool (features not yet in blender)
but is thousands bette rif the tool provides auto generated uvs...lol..thousand better....i can uv map anything, and trust me, i dont see the day it'll be possible to do this auto....its the task i allways hated more, with a difference.
etcaptor post yous performance sinker tree, i'll help u.
"@vermeer: how do you get the .tga files to work? mine wont work with alpha transparency. i loaded a leaf in gimp and deleted the black background, then saved it as .tga - but that doesnt seem to work! it has always black borders Crying or Very sad"
nope nope...
just deleting the blackbackground wont do....that's so with pngs.
-pngs port transparency.
-tga port alpha channel.
visually, it's the same, the making proccess, is diferent.
in any advanced 2d tool (gimp, adobe, or psp) u need to SAVE the alpha channel inside the program. in adobe is easier. Menu Select, save selection. bang. if u go to channels floating window, ane alpha channel is there, a b/w new thumbnail under the r, g,b, channels. now u save as tga 32bits, and it works.
ok, explanation in gimp, step by step...
ok..seinf it now in gimp 2.23, latest...not as uses to be in adobe...
u must have channels and layers dialogs...
u then rightclick the "background" layer...if its other than the standard in new file, then u may have deleted that intial layer, or paste a new one, duplicated... so, a way is duplicate the bg layer and tart working....
if u instead start from standard bg layer, rightclick on layers dialog, choose "add alpha"
go to channels dialog....it MUST appear the "alpha" channel, just bellow rgb, but NOT under the horizontal bar, just above....as the channel truely exported in the tga is the one just above the horzontal bar, and bellow,r ,g,b channels.
ok, in your image, just select the background with magic wand, or with any of the advanced selection tools and ways u have to make a selection..(ie_: by color, etc)
ctrl+x to CUT it...so to delete it...now u see the tyransparents squares...now u go to channels dialog, and see the alpha channel has the thumbnail b/w shape of ur non transparent shape..if u go painting, like, in transparent areas, that is added as non transparent info to the chhanel..check at the thumbnail...
voilà, export as tga , no rle compression (unless irrlicht eats it well)
Another thing. The transparent leavs in areas where it should be...loaded that treemagik... check that alpha is 1.0 in the chunks or skin...and some settings like bright, maybe forcing an ADD mode, into the exported file...check it.
dunnot like much treemagik, for that, better use my own low pol knowlege..it has some errors, also, in the modelled components, and mapping errors..still, quite good for a coder with no knowledge of modelling.
but is just a billboard based planes, and a few sanmples of pre-modelled trunks...some miles bellow arbaro's power, but extremely easy to use and surely very useful for non modellers...
I may try that one, afe..though i'm too happy with arbaro, and bases on obj...

u can achieve as well as total realism, like low poly meshes..but certainly needda clivk on the blue words that appear bellow in left down corner, interactive help for each of every little setting, plus look at the scaned drawing he made for each option.
without doing that, arbaro is not well used.