Hi Stuart,
this tree movement code is wonderful - how could you possibly not implement this? I've been looking out of the window, timing the movement of trees in our forest, and I think the time constant should rather be 1.7-2.0 and the amplitude about 2.5 times as large - all of which makes it more pronounced. Then I cooked myself a nice tropical storm and went in low level in rain over treetops - very very nice. I think I'll be putting this in at high quality and see if I can't get some wind movement of the hires noise to match the impression... > // [top vert only] [time dependent movement] > [seed so trees close together move together] > position.x = position.x + position.z * (sin(osg_SimulationTime * 0.7 > + (gl_Color.x + gl_Color.y + gl_Color.z) * 0.01) + 1.0) * 0.001 * > WindN; > position.y = position.y + position.z * (sin(osg_SimulationTime * 0.7 > + (gl_Color.x + gl_Color.y + gl_Color.z) * 0.01) + 1.0) * 0.001 * > WindE; > Any other ideas would be most welcome, as at the moment I'm a bit > stumped as to how to fix this. Since I see it reliably, I could have a try how I can make it go away - I think I understand how the tree shader works well enough... * Thorsten ------------------------------------------------------------------------------ Try New Relic Now & We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, & servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel