I have a couple of observations about the clouds.

I think that cranking up the AlphaFunc value would help with the "blue outline" 
problem. That being said, blue outlines are a symptom of sorting problems. I 
see 
a lot of these when testing a local hack that fully sorts the cloud sprites 
instead of doing the partial bubble sort thing. It seems to me that there are 
relatively few sprites per cloud, unless perhaps I've screwed something up 
somewhere else. This means that each cloud sprite is quite large, which makes 
sorting them difficult. I suggest trying to build the clouds with smaller 
sprites. We're not "vertex limited" or anything.

Finally, there is an ordering problem between 2D cloud layer tops and the 3D 
clouds. Stuart got most of the way there with the 2D cloud bottoms; I'll see 
what I can do about the cloud tops.

Tim

gerard robin wrote:
> On samedi 13 décembre 2008, Heiko Schulz wrote:
>> I forgot the link to the video:
>> http://www.vimeo.com/2511328
>>
>>
>>
> Are we sure that the last FG CVS (this morning) contains update which should 
> solve this  (from me)
>   at a higher altitude leaving the "fog",  suddenly the clouds layer under
>  vanish partly, like a mask which move above, then  we get with transparency
>  the sea. We should have a full layer  of clouds
> 
>  again  an alpha order  problem
>  http://pagesperso-orange.fr/GRTux/3DClouds-img14.jpg
> 
> or this (from Heiko)
> 
> Images:
> www.hoerbird.net/fgfs-screen-713.jpg
> 
> and some seconds later:
> 
> www.hoerbird.net/fgfs-screen-714.jpg
> 
> I do have it again.
> 
> 
> 


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