acron.proctree¶
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. |
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Paints a species' textures, deterministically from a seed: no image files. |
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Levels of detail from one skeleton, each under a triangle budget. |
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Turns a |
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One step of a tree recipe, with the settings of its own (the species' shape is the recipe's |
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The shape of one tree species: Weber-Penn's parameters, by name. |
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An ordered list of ops over one TreeParams: `grow(seed)` runs them and returns the skeleton. |
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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