-------- Original-Nachricht -------- Datum: Wed, 31 Jan 2007 00:08:52 -0500 Von: "Bradley Arsenault" <[EMAIL PROTECTED]> An: "Globulation2 development mailing list" <[email protected]> Betreff: Re: [glob2-devel] PerlinNoise based clouds
> On 1/28/07, Leo Wandersleb <[EMAIL PROTECTED]> wrote: > > Hi * > > > > I couldn't resist to use Perlin Noise for the clouds as well. For the > first results it was some 15 minutes of figuring out where to code and to > implement it. Now I'm not satisfied with the fact everything turned a bit > darker. But please see if you like it. > > > > Advanteages are: > > no repeative patterns > > dynamic clouds that appear and disappear > > wind can be made random in that way, too. > > > > Disadvanteages: > > untested > > darker so far (pn maps to [0;1] but most values are [.3;.7]). this can > be solved with clipping. > > How about when you generate the values,, lets say between 0 and 255, > that only values above 150 constitute a cloud. This will create an > obvious bias towoards open sky, but still create visible clouds for > the game. mathematically i'm totally fine. my worries are about performance. with clipping values to [0;255] i can control weather even better now. i just didn't commit yet as i'm searching for the location where i can put some glTriangleLists (did my diploma work with open gl but am not too comfortable with where to put the pure open gl code now.) i accidently found nice functions to generate water-like textures so maybe i'll come up with that soon, too. Greetings, Leo Wandersleb _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
