> The shader scales the texture with windspeed and rotates it to get the
> right orientation, but the actual rate those change is too quick to look
> good, and gives the impression of very high speed, that's why I
> suggested a longer interpolation time for the values passed to the
> shader, and to avoid doing the interpolations in the shader itself (as
> that would hit performance).
>
> Only the two values of wind-from-north-fps and wind-from-east-fps are
> the ones that need this applied, as everything else is derived from these.

OK - that explains the impression of fast movements during wind-speed 
changes. I have now added a time based interpolation to the wind vector 
components in /environment/sea/surface/wind-from-XXX-fps. I made the 
timing configurable at runtime in 
/environment/sea/surface/config/wind-filter-time which sets the 
filter-time for both exponential filters.
This is initialized to 60 in FGDATA/Environment/environment.xml and 
looks reasonable to me. You might want to play around with that value 
and we can adjust it if desired.

Along with this commit, I cleaned up water.eff and flutter.eff files 
from unused properties wind-from-(heading-)deg which seemed to be 
unused. Please check if that was correct.

The relevant commit is 2071a3297c9bc3a7f8df397fd8acaa71bc110f06 in fgdata.

Torsten

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