> 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
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