The SpeedTree SDK is the run-time component of a powerful real-time vegetation system. It is written in C++ and designed to be integrated into a real-time engine on multiple platforms.
Project artists use the standalone SpeedTree Modeler and Compiler applications to design & edit vegetation content, exporting their results to the SRT (SpeedTree Run-Time) file format. At its most basic level, the SpeedTree SDK can be used to read these files and render them efficiently at run-time, or just provide vertex buffer data for your own rendering engine. At its highest level, the SpeedTree SDK can be used to manage the rendering of forests composed of millions of trees, complex wind effects, level-of-detail, advanced lighting & shadows, terrain and grass. Because the SDK is broken up into several libraries, you are in control of the level of integration, using as much or as little as you need.
This compartmentalization of the SDK has sprung out of feedback from hundreds of development teams around the world, each with a unique need and perspective for the how the SDK can help them.
|Note: Most of the more complex SDK functions will return true upon success and false on failure. CCore::GetError() can be used to retrieve a text description of the failure(s).|
1. Export meshes from the SpeedTree Modeler or Compiler, bypassing the SDK entirely.
2. Read the geometry using the Core Library.
3. Use the Forest Library to manage at a forest level.
4. Use the Render Interface & Platform Specific Renderer libraries to render the entire forest.