So I know clouds write a z-buffer, and I know terrain reads a z-buffer -
they just don't seem to use the same z-buffer. In which case the whole
scheme doesn't work as advertized. Does that make any sense? Is there
anything special about clouds?
Seems I can't figure that one out on my
I've managed to get a test implementation for the idea of filling the depth
buffer early by clouds by inserting tracers into some of the cloud calls. The
tracers are in essence just opaque white sheets marked with a top shade factor
of 0.0 (black - no real cloud can ever have that low a
I haven't really been following this thread closely... are the
tracers basically occludes? Are they completely opaque?
One possible optimization for the cloud rendering would be to use
polygons that closely follow the outline of the sprite instead of
quads; this saves on fill costs.
Also, I'm
I haven't really been following this thread closely... are the
tracers basically occludes? Are they completely opaque?
Yes, they're completely opaque. That's tracer.frag - if it gets a white
gl_Color from the vertex shader, it's a real cloud and the fragment is dropped,
if it gets any other
On Wed, Oct 24, 2012 at 10:40 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
I haven't really been following this thread closely... are the
tracers basically occludes? Are they completely opaque?
Yes, they're completely opaque. That's tracer.frag - if it gets a white
gl_Color from the
I realize that I'm confused about whether you are working on Stuart's
clouds in C++ or clouds in Nasal.
They're the same now - there's an interface to generate a cloud from Nasal
which is what I'm using, whereas Basic Weather uses and xml format for layer
declaration, but for rendering
On Wed, Oct 24, 2012 at 1:27 PM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
I realize that I'm confused about whether you are working on Stuart's
clouds in C++ or clouds in Nasal.
How are you generating the tracer? I gather that it
doesn't use any textures.
If a flag is set in the cloud
If I understand correctly, you have only one model of the cloud, which
has a bunch of sprites and a few tracer polygons. I don't know if this
is practical in the current system, but I'm saying that it would be
better to draw only the tracers in the tracer pass and the sprites in
the real pass
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