> I need someone to reset my brain on this, explain to me what > functionality is required, show me the Nasal code and Vivian's version, > and so on.
Rain layers and Cirrus clouds are not shader-generated 3d stacks of sprites like the 3d clouds but normal, Nasal-spawned models. 3d clouds are moved by changing the transformation matrix (I guess). But we have no way of moving Nasal-spawned objects except updating their position from a Nasal loop every frame (we do have hardcoded movement for AI-objects, but Nasal-spawned objects cannot use that for some reason - so the Nasal tanker has such a per-frame update loop). It turns out that per-frame position updates for O(20-30) objects from Nasal is already too much to keep a nice and smooth framerate above 20 fps. So I de-activated the Nasal loop. The functionality needed is that, like AI objects, Nasal-spawned models can get a heading and a velocity and then move automatically as specified. Vivian, do you still have the patch somewhere? It's somewhere on my old computer... * Thorsten ------------------------------------------------------------------------------ Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel