Vivian Meazza wrote: > It's now in cvs for you to test. Several of us have tried it and it does > work. Warning: the download is on the large side, and when you try it you > might find the hit on framerate unsustainable. > > You will need this patch for the FG source to make it work: > > ftp://ftp.abbeytheatre2.org.uk/fgfs/Environment/environment.patch > > Any feedback would be good.
I've had a quick play, and it does look very promising. I think the reason his Cu clouds don't look as good as our current ones is that they are .ac models containing multiple planes rather than individual sprites. So the rotation shader is probably working based on the center of the set of planes rather than the center of an individual sprite/plane. A simple way around that would be to have a single plane .ac file, and multiple instances within a cloud using some animation to set texture, size etc. However, I would suggest that a better path forward would be to enhance the XML cloud definition format we already have to include the new cloud types Thorsten has created (probably enhancing the definition in the process), and integrate the fine definition work into the Environment manager in some way. No, I'm not volunteering yet... :) -Stuart PS: As Vivian has checked in the data part, we should just go ahead and commit the small environment patch as well. At the moment we've got an inconsistency between the FG source tree and FG data, which isn't ideal. ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel