> Rather than passing in the eye position as a uniform, why not > pass in the cloud altitude instead? Is this simply to avoid > needing to modify the C++ code?
I thought uniforms are things which are per frame constant in the scene and apply to all objects the same way - i.e. I pass light attenuation (scattering) or terminator position as uniforms to the shader. I don't see that cloud altitude falls into that category - it is constant per cloud, but not per frame throughout the whole scene, I have clouds with very different altitudes floating around. It seems on would need to pass it the same way as, say, the top, middle and bottom shade parameters on a per cloud basis. Either there's something I do not understand here, but I decided to pass eye altitude largely because that is a constant per frame for the whole scene and I understand what I am doing with it. * Thorsten ------------------------------------------------------------------------------ Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel