On Tue, Apr 9, 2013 at 8:12 AM, Renk Thorsten wrote: > The problem are faint Cirrus-type clouds which use 2-3 sprites, or in extreme > cases just a single one (they have a transparency of more than 90% and are > really just a faint haze modulation). Here, dropping half of the sprites > essentially mutilates the appearance of the cloud. I have just comitted some > very nice undulatus pattern distributions, and dropping half (actually in > practice about 2/3 of the sprites seem to go...) just changes the appearance > of the sky drastically.
IIRC the sprites are distributed on the surface of a squashed sphere, which might explain why with small numbers of sprites more than 50% might disappear. Or it might be a bug. > I think ideally a way to drop sprites only for certain types of clouds and > protect the faint ones would be desirable. Do we for instance have an unused > attribute slot where the number of sprites used to generate the cloud can be > passed? I'll add it to my TODO list :) Presumably making cirrus clouds after more sprites doesn't make for very realistic clouds because of the size of the cloud structures? -Stuart ------------------------------------------------------------------------------ Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis & visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel