> FYI I'm currently looking at adding support for creating a 3D shader
> cloud
> using Nasal, to bypass the need to have XML wrappers etc. I'm hoping
> that this can off-load some of the low level quad-tree  work you
> currently
> have to do.

That's absolutely splendid news! If there's a hard-coded subsystem that
can create, destroy and move clouds around, it would not only be useful
for performance, but also conceptually: Essentially the quadtree forces
you to move all clouds with the same speed (if they're allowed to drift
within the quadtree and have to be resorted, then all goes to hell...) -
but if that isn't needed, one can move clouds with the actual windfield
and for example move high-altitude clouds faster than low-altitude clouds.

So, let me think a bit what set of properties I'd think useful, and then I
get back to you with that.

Cheers,

* Thorsten


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