On lundi 10 novembre 2008, Stuart Buchanan wrote: > > Our 3D clouds perform similar lighting calculations. The cloud texture is > lit based on the dot product of it's position relative to the center of > the cloud mass, and the lighting vector. So the sprites on side of the > cloud facing away from the light are darker.
yes we have it a snapshot is better than a long description :) http://pagesperso-orange.fr/GRTux/3DClouds-img7.jpg > > Like all good effects, it is quite subtle, and only really obvious when > you play with the time acceleration. > > Perhaps I need to make it more obvious? > > Independently, we also darken the bottom of cloud masses relative > to the top. This is configured through the cloudlayers.xml file. > > > Then all of that was cooked into an imposter. > > Imposters would be good, if they worked :( > The tools are there for anyone to take a look at and help improve. > I'm not very good with GIMP, so I'm hoping that someone else > can spend some time improving them. > > There are details of the XML format in > > data/Docs/README.3DClouds > > -Stuart Cheers -- Gérard http://pagesperso-orange.fr/GRTux/ J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire ------------------------------------------------------------------------- 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 [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel

