Hello Stuart, BTW
as 3d clouds seems used multipass rendering maybe http://projects.tevs.eu/osgppu will be of some help. Regards Sergey On Fri, Jul 25, 2008 at 1:12 AM, Stuart Buchanan <[EMAIL PROTECTED]> wrote: > --- On Wed, 23/7/08, Vivian Meazza wrote: >> 3d clouds have not been ported to osg. At the current rate >> of progress - sometime in the next decade :-). > > Progress is marginally better than that - I've ported the code and have even > got it to compile. > > I'm now at the stage of crashes-on-startup which will entertain me for some > time while I remember how to write C++ code properly :) > > I expect to progress through the > random-black-squares-underneath-the-terrain, thirty-minutes-to-start and > one-frame-per-second phases over the next month or so. > > At this point, Tim will helpfully point out how I can make things much more > efficient, and make the squares of texture actually look like clouds. Then > finally we'll have 3-D clouds, and everyone will wonder what the fuss was > about in the first place. > > So, I wouldn't stay up late waiting for CVS commit messages, but equally I > don't think things are quite as bad as they might seem. > > Finally, if anyone wants to help out, OSG isn't all that scary ... it is > certainly easier to write for than plib! > > -Stuart > > > ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel