acron.proctree

ForestCells

The CPU side of an instanced forest: trees binned into square cells, each cell culled against the view frustum, each tree given a level of detail by its distance (with hysteresis) and faded into a new level over time, and each changed cell's instance table rebuilt.

TreeAtlas

Paints a species' textures, deterministically from a seed: no image files.

TreeLod

Levels of detail from one skeleton, each under a triangle budget.

TreeMesher

Turns a TreeSkeleton into one Geom: bark tubes and leaf cards in a single vertex table (one draw per tree), 32-bit indices.

TreeOp

One step of a tree recipe, with the settings of its own (the species' shape is the recipe's TreeParams).

TreeParams

The shape of one tree species: Weber-Penn's parameters, by name.

TreeRecipe

An ordered list of ops over one TreeParams: `grow(seed)` runs them and returns the skeleton.

TreeSkeleton

A grown tree before it is a mesh: every random choice has been made, and everything below it (the mesh, the LODs, the impostor) is a pure function of it.

Global Functions