Re: Imperfect rendering

by Puybaret » Wed Jun 23, 2010 6:56 am

I understand better Hans' problem now. In his mind, quality scale starts at 0 !!! [:D]
db4tech is right, its because you have many trees with many triangles to display. Fortunately, this doesn't seem to bother OpenGL too much, but Sweet Home 3D is generally unable to compute the shadow where there are too many trees. I didn't find any algorithm who could help me improve this yet. [:(]