Hi, On Nov 9, 2008, at 3:30 PM, Ron Jensen wrote:
> On Sun, 2008-11-09 at 05:30 +0100, Manuel Massing wrote: >> Hi Stuart, >> >> Attached is a small fix for the sorting in CloudShaderGeometry.cxx. >> I think the sorting problem stems from the osg idiosyncracy >> to store transposed matrices...so the intuitive >> >> osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]->position.osg(), 1.0f); >> >> needs to be replaced with... >> >> osg::Vec4f p = vm.preMult(osg::Vec4f(_cloudsprites[i]->position.osg(), >> 1.0f); >> >> The patch also optimizes the distance calculation - it evaluates the >> distances >> in model space instead of eye space, which reduces computation to a dot- >> product instead of a matrix multiplication. >> >> bye, >> >> Manuel > > Well, that seems to have solved the alpha blending issues! Thanks! Not 100% but way much better than the last one. I saw some unexpected sky/scenery blending, probably when a half of cloud is in front of another one and the other half has nothing behind, but I'm not 100% sure on this. Anyway, it's one more great step up! By the way, I found a very interesting thing that the clouds always face to the aircraft. I placed ufo in the middle of clouds and made a spin by pressing left cursor. Then all the clouds were turning toward me, changing their order. I don't complain about this. it's rather cute to see these are facing me and say "Hi!" :-) Best, ------------------------------------------------------------------------- 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