I am trying to find the best way to use OGRE and the results of the new billboard cloud generator.
I wanted to create a demo of a forest with lots of trees.
My idea was to have a low-poly model that was created by the billboard cloud generator repeated over and over on terrain, I changed the grass demo so it will load the this model and not the grass model.
The grass demo uses StaticGeometry class that is very good for massive geometry like the one I need in this case.
Now I had a big forest - but with no level of detail – the StaticGeometry isn't built to support a model specific level of detail – the whole idea is to have a sort of a giant mesh that you can't distinguish its subparts.
My problem was that there is easy way to create a level of detail that will switch to the high-poly model when you get closer to a tree or trees.
Theoretically I can stop using the StaticGeometry and use multiple "regular" OGRE entities – but then I will lose the benefits that the StaticGeometry class gives.
I am not sure how to continue.
My options are:
1. Stop using the StaticGeometry class – the worst option because then I will lose the batching that it gives me.
2. Change the code of StaticGeometry in a way that it keeps a list of its origin meshes\entities and the functionality to show\hide a part of the geometry based on the origin entity name. Then I will hide the relevant trees and show the origin entities that has a level of detail.
3. Use SceneManager::setWorldGeometry.
In all of the ways I described I also don't have an easy solution for a gradual Alpha fade in\out effect between the different levels of detail.

Sample of how the demo should look:
From up-close:

From above:

Here are the mesh files I uses:
http://www.upload2.net/page/download/na ... s.zip.html
The billboard cloud mesh in the file was create by swx with his billboard clouds generator. here is the forum post:
http://www.ogre3d.org/phpBB2/viewtopic.php?t=21714