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..
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..
Torque 3D Owner Stefan Rampp