Stuart Buchanan wrote: > Hi All, > > I've put together an improved 3D clouds patch, available from here: > http://www.nanjika.co.uk/flightgear/clouds2.tar.gz > > It fixes the following issues (to a greater or lesser extent): > 1) Performance. Quad trees used to improve culling, and the sprites are > placed on the surface of a sphere rather than > randomly throughout the cloud, requiring fewer textures. This saves about > 5-10fps on my machine. > 2) Disabled 3D clouds have no performance impact. Previously they were still > in the scenegraph. Now they are removed. > 3) Clouds are now loaded on start-up, and don't require the scenario to be > changed, they also work with METAR. > 4) The cloud field is shifted as you travel. There's a small bug in that the > clouds "jump" as you reach the edge of the field. > 5) Iterative sorting of sprites. This doesn't appear to solve the alpha > blending problem completely, but may help a bit. > > Could someone please check it in? > > On a related note, it would be great if people could create cloud textures. > The cl_cu.png texture appears to work quite > well, but the cl_st.png shows very bad alpha blending. If someone could take > the time to improve it, that would be great. > > Feedback is very welcome, particularly if you are seeing performance > problems, or if the shaders don't work on your > graphics card. > > -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 > > Dont know if this is related , but the shader trees have the same edge problem , though not as noticeable with a ground texture behind it. Unfortunately , I dont know enough about the code to help out . On another note , was / is it possible to disable mipmapping with OSG ?
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