Game Development Community

Fxgrass vs Fxfoliage

by AllynMcelrath · in Torque Game Engine · 01/19/2007 (11:29 am) · 1 replies

I have looked at both.

And i don't truly see a difference. Of course, im not a coder, but an artiest. And if one render Grass and such better than the other...then im all for it. But from all the write ups i have seen, i cant see any difference between the two in any sort of comparison of features.

All i know is, that the FxfoliageReplicator is in the engine STOCK, other than the "You cant select" bug in 1.5 (That causes a crash), i assume its the most stable way of handling foliage.

Am i wrong? Can some one tell me what benefits this 3 year old resource would have over the Fxfoliage?

Or is it the same thing just older? If so, is there a version anyone is working on for 1.5?

ETC..

#1
01/20/2007 (4:27 pm)
Fxgrass renders the specified images in a slightly different way compared to Fxfoilage. For each position it renders an x-shaped object of two quads, i.e. twice the image. This results in more dense grass fields, Fxfoilage is more 'patchy'. If you use about twice the number of objects with Fxfoilage, the general result should be almost the same, except for the x-shape, which might make a slight difference depending on the point of view.