More Procedural Grass
I'm definitely enjoying my first experiences with procedural grass.
A few more details on what's going on:
- 200,000 blades per scene
- Each blade is a curved strip of double-sided quads
- Perlin noise functions control various properties of the grass to give variation
- Blades have simple pre-computed occlusion based on the terrain height function
- Everything is generated on the CPU and shoved into a single vertex/index buffer