Erik Hofman writes:
> 
> Norman Vine wrote:
> > Hi All
> 
> Is this a proposed patch which can go into CVS?

Why don't you just 'try it' and determine that for yourself :-)

see
http://www.vso.cape.com/~nhv/files/fgfs/clouds/

Note the trick here is to transform all points and vectors
that come from the FGFS side of the world by the 
SSG::OpenGLSwapMatrix  then  they just work in the Clouds3D 
space with the existing transforms that exist in Clouds3D

Now that we have 'registration' between the two 'spaces'
I hope someone picks up the Clouds3D code again and 
starts tweaking it so has we have multiple kinds of clouds 
everywhere. i.e there shouldn't be anymore 'obstacles'  to
fully implementing Clouds

have fun :-)

Norman
 
> > 3) Now since SSG eventually calls OpenGL SSG must do this
> >     for us behind the scenes or else things just wouldn't work 
> >     so inorder to get Clouds3D to render in the proper location
> >     we should just need to use the Matrix that SSG uses for a Camera
> >     Matrix and pass this directly to the Clouds3D Camers
 
> > void SkySceneLoader::Draw(sgMat4 mat)
> > {
> >     sgMat4 cameraMatrix;
> > 
> >     // sgCopyMat4(cameraMatrix,mat);    
> >     // or just 
> >     ssgGetModelviewMatrix(cameraMatrix);
> > 
> >     glMatrixMode ( GL_MODELVIEW ) ;
> >     glLoadIdentity () ;
> >     glLoadMatrixf( (float *) cameraMatrix );
> >   
> >     pCam->SetModelviewMatrix( (float *) cameraMatrix );
> >   
> >     SceneManager::InstancePtr()->Display(*pCam);
> >     
> >     //pLight->Display(); // draw the light position to  debug with sun position
> > 
> >     glMatrixMode ( GL_MODELVIEW ) ;
> >     glLoadIdentity () ;
> > }
 

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