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In Response to Clonk-Karl
There are better ways to handle this, though. You would need to store one image for every tree since it can be rotated around the Y axis. Instead, you could store the vertex data in video memory. This works nicely for non-animated objects. For animated objects, you could do the same and run the animation in a vertex shader. Then you would only need to upload the bone transformation matrices to the GPU every frame.

Also, the vertex data throughput (for trees) is not a bottleneck at the moment. Before doing any rendering optimization work I strongly suggest to do some profiling first or you might end up optimizing something that does not gain us anything (or even make it worse without noticing).

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