On Sat, Aug 6, 2011 at 3:50 PM, Frederic Bouvier wrote: >> On Sat, 2011-08-06 at 14:43 +0300, thorsten.i.r...@jyu.fi wrote: >> > Some visual impressions from the 3 cloud types I've converted to >> > the new >> > system so far here: >> > >> > http://www.flightgear.org/forums/viewtopic.php?f=5&t=7358&start=390#p132335 >> > >> > Stuart - please help: I get anti-shadowing for Stratus clouds, and >> > I don't really understand why... >> >> Could this be a normal map problem (I believe it's possible to store >> the normal map in dds textures) > > Do we use normal maps for clouds ?
No, we don't use the normal maps for the clouds. Instead there are two shadings taking place: 1) Shading based on distance of the sprite to the sun. Effectively we compare a vector from the center of the cloud to the sprite location with the light normal. 2) Shading based on the vertical placement of the sprite in the cloud, so lower sprites are shaded more. This is controlled by the <bottom-shade> parameter. I suspect that it is the latter that is misbehaving. IIRC the bottom-shader is applied as a factor to the lighting, so using a value of (say) 0.1 should result in a dark cloud bottom. -Stuart ------------------------------------------------------------------------------ BlackBerry® DevCon Americas, Oct. 18-20, San Francisco, CA The must-attend event for mobile developers. Connect with experts. Get tools for creating Super Apps. See the latest technologies. Sessions, hands-on labs, demos & much more. Register early & save! http://p.sf.net/sfu/rim-blackberry-1 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel