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
>
>
>

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