On Wed, Jan 11, 2012 at 9:16 AM, Thorsten Renk wrote: >> Rather than passing in the eye position as a uniform, why not >> pass in the cloud altitude instead? Is this simply to avoid >> needing to modify the C++ code? > > I thought uniforms are things which are per frame constant in the scene > and apply to all objects the same way - i.e. I pass light attenuation > (scattering) or terminator position as uniforms to the shader. > > I don't see that cloud altitude falls into that category - it is constant > per cloud, but not per frame throughout the whole scene, I have clouds > with very different altitudes floating around. It seems on would need to > pass it the same way as, say, the top, middle and bottom shade parameters > on a per cloud basis.
I think they are constant per object. However, it may be that the interaction between the 3D clouds C++ code and the effects files makes it difficult to set them per-cloud without modifying the C++ code. Once the 2.6.0 release is out the door and the new Impostor code is committed, I'll see if I can add it. -Stuart ------------------------------------------------------------------------------ Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel