Curtis L. Olson writes: > Norman Vine writes: > > Jim Wilson writes: > > > > > > Norman Vine <[EMAIL PROTECTED]> said: > > > > > > > This came from Siggraph 2003 as did this cloud paper from MS > > > > http://ofb.net/~eggplant/clouds/CloudsInGames_NinianeWang.pdf > > > > > > Hmmm...some interesting hints in there. > > > > Indeed, I esp like the super impostor > > i.e the 'distant' clouds are clumped together into a mosaic of clouds as an > > impostor where each cloud used to make the mosaic is an impostor itself :-) > > I wonder how well that would map into a hierarchical scene graph > structure where a particular node could be rendered as an imposter of > all it's children. (Not my original idea) :-)
If you have an Impostor Node type, It should 'just' work, even to the point of updating itself if an when needed due to lighting and or positional change :-) Norman _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel