Some progress and minor issues:

I am in the process of redoing textures and cloud definitions for Cu
layers (the toughest nut), about halfway through converting all available
cloud types.

I have implemented tested tile management functionality (automatic
building and removing clouds) and it seems to be working fine. The new
geodinfo() works great - many thanks for that! - it speeds up the system
considerably.

Not to the point that all could be done in a single frame without
generating a noticeable delay, so I'll have to write some routines to
split it over maybe 10-20 frames (much better than 30 seconds though).

I've noticed that 3dcloud.vert contains the line

fogFactor = exp( -gl_Fog.density * fogCoord * 0.5);

which tends to fade distant clouds to transparent dependent on visibility
range. I find the visual impression better if the 0.5 is changed to a
lower value, say 0.3 or even 0.2. Is there a reason to keep it at 0.5, or
could we lower it?

Also, at one point Stuart told me that the y-position of a texture on the
texture sheet is correlated with the position the sprite gets in the cloud
- is this something I should be aware of? For some cloud types, this may
be useful, but for others it makes no sense. In particular the Congestus
type images are much broader than high, so they are arranged in a 1x3
pattern on the sheet, but I don't really want the same texture to always
form the cloud top.

In any case - I take the opportunity to say thanks for all the help - I
think the system is moving a big step forward right now.

Cheers,

* Thorsten


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