Hi Leo, I think that given the fact that advanced dynamic effects such as this one require opengl anyway (for performance), I suggest you implement it directly using opengl. In that case, you can directly tessalate the perlin noise at 32x32 or 16x16 pixels resolution and draw triangles with alpha values differents for each vertex which would be both smoother and faster than actual version. In addition, you can implement more subtile composition effect than the one with alphaed pixmaps (which is dst = src * alpha + dst * (1-alpha)).
Please keep the actual system when opengl is not available (or when advanced opengl effects are disabled). In the actual system there is a reflection of clouds in water which is drawen in white and shifted wrt shadow clouds. It would be nice to retain this effect with perlin noise. Have a nice day, Steph -- http://nct.ysagoon.com _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
