Rendering plants procedurally by generating points and writing custom rendered to render these points to the screen.
Rendering plants procedurally by generating points and writing custom rendered to render these points to the screen.
Added a way to add a gradient to points across a curve. Can select start and end colour and it lerps between them.
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I have now written code to tesselate a 3d mesh from points with much higher performance.
I render the mesh as multiple triangle strips running along the length of the tube.
I originally designed this to render the tube with an individual triangle strip for each point along the tube to render it in segments, but this ran into issues with too many surfaces and caused worse performance.
I have attached a video rendering a tube with 50 000 points and 20 vertices per points for a total of 1 000 000 vertices running on an Intel HD 520 iGPU to test for performance on very low end hardware.
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I started prototyping my rendering through GDScript with Godot, starting working on the procedural creation of coils for vines through a point based system rendering with billboarded circles.
I then moved on to re-writing everything in C# and switching to a composition based design allowing for custom and configurable modifiers that change where points are placed. The coil is generated originally and can then be modified with a series of modifiers which can then finally be rendered. The only full implemented renderer is the billboarded circle one demonstrated in the video, however I am working on what that creates a custom tube mesh.
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