Stuart Buchanan wrote

> 
> --- On Wed, 23/7/08, Vivian Meazza wrote:
> > 3d clouds have not been ported to osg. At the current rate
> > of progress - sometime in the next decade :-).
> 
> Progress is marginally better than that - I've ported the code and have
> even got it to compile.
> 
> I'm now at the stage of crashes-on-startup which will entertain me for
> some time while I remember how to write C++ code properly :)
> 
> I expect to progress through the  random-black-squares-underneath-the-
> terrain, thirty-minutes-to-start and one-frame-per-second phases over the
> next month or so.
> 
> At this point, Tim will helpfully point out how I can make things much
> more efficient, and make the squares of texture actually look like clouds.
> Then finally we'll have 3-D clouds, and everyone will wonder what the fuss
> was about in the first place.
> 
> So, I wouldn't stay up late waiting for CVS commit messages, but equally I
> don't think things are quite as bad as they might seem.
> 
> Finally, if anyone wants to help out, OSG isn't all that scary ... it is
> certainly easier to write for than plib!
> 

Hmm ...  next decade might be a couple of months out then :-). Sounds most
encouraging. The lack of progress reports made me think that you had perhaps
been defeated by the complexities of osg.

Of course, it would be nice if we could detect the clouds on radar, like the
old ones.

Vivian




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