Hi again, > > > 5) Iterative sorting of sprites. This doesn't > appear to > > solve the alpha blending problem completely, but may > help a > > bit. > > There is no much improvement for me- still very visible. I > wonder if this would disappear if we could add some > "volume" to the clouds, but this would mean that > we have to add some shaders and would also mean a decreasing > of fps... > > Regards > HHS
I just tried out the cloud textures available for X-Plane! They even have more worse edeges and alpha blending than our current cloud puffs- if that woulden't be the case they would not much differ from that big commercial-made-by-developers-paid-by-a-nerd called X-Plane! BUT: The alpha blending seems to depend on the direction of view- I had just a fly from TNCM with heading 230- looking forward in chase view the alpha blending worked full! No or very less edges! But looking in the opposite direction no alpha blending! Heading to the opposite direction (HDG 50) the alpha blending also disappeared. My guess it has something to do with the direction of the clouds Hope my observations can help a little bit.... Regards HHS ------------------------------------------------------------------------- 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