Compatibility with MGSO

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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Compatibility with MGSO

Post by scrawl »

The only way you can do animated grass in MW (presumably) is by adding an animation to the grass mesh. This is very inefficient since it needs to upload the vertices to the GPU each frame, for each blade of grass. Also you can't define a different phase for each grass blade, or a different color, without creating a whole new mesh. They all sway in sync which looks terrible.
Usually in games grass is done using a procedural animation in the vertex shader, which comes at an almost zero performance cost. This is one my first post 1.0 goals. A similar animation technique can also be used for trees.
Another thing I want to add is automatic placement of grass and/or vegetation based on the terrain textures. I believe Yacoby wrote a tool to do this, but it would be better to support this right in the engine.
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sjek
Posts: 442
Joined: 22 Nov 2014, 10:51

Re: Compatibility with MGSO

Post by sjek »

those looks funky for sure .p

viewtopic.php?f=4&t=1581&p=16521 - outerra
viewtopic.php?f=3&t=1853 - grass with alpha blending (sidecase: outerra)

something like those plus some kind of vegetation via mods and vola.
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