>> 3) Antishading

> If you can provide the parameters of a cloud that is exhibiting the
> problem, that would be most useful.

Okay, I've decided over the weekend that I'll make my current code
available this week, because there's so much new stuff in which is not
related to the transition to the new rendering system (some new textures,
the detailed cloud-terrain interaction model, ...) that it may even be
interesting for a 2.4 user.

So the new routines will be off by default, but editing a simple flag in
the code will switch them on and then you can study the problems in situ.

 >> 4) Fading in poor visibility

> Making it a function of visibility should be the way forward. I think
> that's what the gl_Fog.density is supposed to represent, so it may simply
> be a question of modifying the function further. Perhaps it shouldn't be
> exp()?

Okay, I'll try to come up with a function which works for that. I guess
exp(-d/d0) is the correct parametric form, just d0 should be changed to a
function d0(visibility-m), but I should be able to find a solution if we
agree that this is what we want to modify.

>> 5) Specify top and bottom shade

> I'm thinking that we need a top, middle and bottom shade, as the current
> model shades only from the middle of the cloud downwards.

I see - then let's do it like this.

Also, I remember I asked this already, but you weren't quite sure then and
the answer you guessed turned out not to be correct: What property
determines the speed at which a given layer drifts? It gets set correctly
when I initialize Local Weather with constant winds, but I'm not sure if
it gets updated when I allow interpolated winds. I've been thinking of
doing Lenticularis clouds by simply assigning them to a different,
unmoving layer - I think that'd be pretty cool.

Thanks,

* Thorsten


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