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Wow I got plain Vertex Alpha working
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[quote][b]csp-games[/b] wrote: Latest news: I got this EntityAlpha thing working as much as neccessary for a LOD system that will fade seamlessly between low poly and high poly verions of trees. The high poly one here on the right has about 1000 tris, the low poly one on the right has - sit down - only 4 triangles, yet it appears very 3D, because I used a special method: I render the tree from theoretically 8 angles, with the camera range limited so it will only render those branches that face the camera mostly, and clip any branches behind and in front. Theoretically, I say because back and fron is treated the same, so I need only 4 renders, in 45 degree steps. These 4 renders I put on 4 triangles that are crossing in the middle, bulding an octagon. It's not perfect, but with smooth alpha fading it will do. Only grain of salt herein: the low poly one can't be used with dynamic light, ot just looks crappy. However, on a distance the difference is less obvios - again, when faded smoothly between the versions. These two trees here have alpha 0.5. (internally the dark one has 31 and the other one has 127, as explained earlier) [img]https://i.imgur.com/cApHhqh.png[/img][/quote]
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