Replying to self:
----- Original Message -----
From: "John Wojnaroski" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, September 17, 2002 7:33 AM
Subject: Re: [Flightgear-devel] Clouds progress : screenshot


>
> ----- Original Message -----
> From: "Curtis L. Olson" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, September 17, 2002 5:40 AM
> Subject: Re: [Flightgear-devel] Clouds progress : screenshot
>
>
> > David Megginson writes:
> > > I'm wondering if we can make everything a bit simpler -- smaller
> > > textures, fewer particles, etc.  We'd still get 3D clouds, but they
> > > wouldn't hit the GPUs as hard.
> >
> > I don't know a lot about the 3d clouds, but I was under the impression
> > that you could define different cloud shapes and complexities.  We are
> > just running with the cloud layout from Mark's demo.
> >
> There is an editor program Mark wrote for adding and editing clouds. Held
> off porting it until the dust settles. Probably best to write a new one
from
> scratch. Does a LOD option make sense? Those with bigger, faster, more
> graphics memory get better textures, more particles, more clouds. Not sure
> what that looks like at the moment. Perhaps a switch based on some index,
> value in the cloud file(s) loaded at init. A property selection?
>
> I suppose running the HUD, panel, clouds, random-objects, models, etc, etc
> will slow everyone down, but lets not design for the LCD and assume
> everything has to be on. Rather the user should have the option. "dumbing
> down the clouds"  penalizes those who chose to not enable other graphical
> features in FlightGear. Let's first get it running, see if we can improve
on
> Mark's design, and go from there.
>
> Regards
> John W.
>
Come to think of it; it already does. the complexity of the cloud scene is
determined by the data file that defines the number of clouds, shape, and
particles per cloud. So what is needed is some form of an editor/cloud
designer.

JW
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