> 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 ------------------------------------------------------------------------------ Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel