Quote:
NullAshton said:
Grass around a little bit of the character isn't very intensive. But as you render more and more grass, then the requirements to render that grass rise exponentially, as it's more of a job to use the transparency.
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Actually, it would be proportional to the square of the radius. If a circle of radius 1 has N blades of grass to render, then a circle of radius 2 has 4*N blades of grass to render. As long as you're not doing something silly like keeping the camera *inside* the grass, there should be no problem with computing overlapping transparencies.
And something like rendering grass should take up very little system resources. Nearly all the memory and computation used would be in the graphics card, not the system itself.