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  ArmA2 Vegetation progress Official    

Jan Hovora from Bohemia Interactive has released a new article about ArmA2 Vegetation progress on the BI Developer Blog.
This new entry is about :
- New shaders,
- Change in engine,
- Visual aspect of vegetation,
- Clutter (grass surfaces),
- Future.
And tells us some nice things about ArmA2 WIP such as :

From lessons that we learned about the performance impact of trees, we developed a new way of making a grass model that is more effective for drawing than in Armed Assault but looks much denser and better visually. This is also based on the knowledge that in the first lods we must target on surface reduction and in far lods on vertex reduction, because far lods are drawn with a very limited amount of pixels.
There is also a nice change in the engine, where we can now particularly colorize vegetation clutters by satellite map, this allows us to produce non-repetitive surface with a more realistic look that naturally fits to the landscape ...


Read more on Bohemia Interactive - Inside BI



  March 5th, 2008 - 22:57 By Old Bear   Comment (1)  

 
 
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