I'm relatively new to creating low poly 3d content and have some questions about how I can make fences with few polygons.
In my scene I want to have a lot of these so I'm looking for the most efficient way of doing them.
I thought about minimizing the amount of polygons by putting a texture with alpha of the bars on a single non-culled (two-sided) plane.
However, with this technique I run into problems at further distances. Up close everything is fine
But the bars start disappearing quickly

And soon they are not visible anymore
I think this is due to anti-aliasing/mipmapping of the textures.
After some reading I tried using the alpha to coverage technique, but this didn't change anything. Maybe this was because my hardware/drivers don't support a2c (linux, intel graphics), but anyway, I want a solution that works everywhere.
What could be a solution? Would it help defining my own mip maps for the texture, making sure the bars are wide enough on every mipmap level? And if so, how would I do this?
I also have a second question. Would this technique be the most optimal in terms of performance, when there a lot of such fences in a scene, or would the high amount of "holes" in the transparent textures cause a lot of slowdowns?
For the previously shown fence I believe I don't have much choice other than a transparent texture, but for this one I have an alternative. Again the bars are a texture with alpha on a plane.
Would it be faster if I did each bar with a separate plane, without transparency, or would the increased amount of polygons only lead to a slower framerate?
These are a lot of questions but I hope someone can help me out here
