> Presumably making cirrus clouds after more sprites doesn't make for > very realistic clouds because of the size of the cloud structures?
Well, they are very faint - say an alpha of 0.1 or less. If we make 10 sprites, each of them needs an alpha of 0.01 in order to get the same visual impression, and that means every sprite gets thrown by the alpha testing. Also, the whole point of dropping sprites is to make clouds render more efficiently - so adding sprites to already rather efficient Cirrus clouds such that some can be dropped later appears a bit... counter-productive ;-) It occurred to me that the correlation of cloud thickness and altitude is quite good, so a quick fix could be not to drop any sprites for clouds above 6000-7000 m altitude (?). * Thorsten ------------------------------------------------------------------------------ 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