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

 

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