Screenshots022
From CSP
The theater and battlefield infrastructure continues to improve. Here is a small "town" of 64 homes. It is built from several nested components: a 2x2 array of "blocks", with each block composed of 4 "rows", and each row composed of 4 houses. There is another "block" of homes in the far distance on the hillside. Note that the elevations for each 3D model are corrected dynamicallyat runtime to match the terrain. In the foreground are a couple runway objects (although runways may eventually not use 3D objects at all), and a few M2K's for unrelated testing purposes.
There's a bit of a frame rate hit, down from about 25 to 20 with the town in view. Each house has 3320 triangles though, and there are no LOD or imposters yet, so that's not too bad for a total of over 200k triangles.
Now we're finally able to restore Delta's scene graph code for trees. So far the integration with the rest of the theater code is fairly basic, but it should be easy to extend it over time.
A few more trees and a landmark.
Similar to the shot above, but using 'X' trees instead of billboards. These are somewhat faster to render, but the visual quality is noticibly worse at medium-low altitudes. You can easily switch between the two types of trees in the XML file for each patch, so there's no need to commit to any particular rendering mode at this point.
To quote Delta, "le Champ de Mars". Billboarded trees here.

