Extremely interesting.  I see how its done.  My only question is this:
Since the basis for rendering your animated clouds requires a new texture
every frame (and a big one at that) how can you set a texture on a geometry
so often and not experience very bad frame rates?  It has been my experience
(when I was trying to get real time text updates) that doing a setTexture()
on an Apperance really killed performance.  Is this beause of something
Java3d is doing? Is the texture memory filling up and swapping on the card?
Is it a transfer rate issue (moving the texture into the card)?  Of course
you could use TexCoords for moving a very basic cloud cover, but to do it
right with curvature, fading, sun effects and (possible) lense flare you
need to recalculate the clouds, and for movement to  appear natural you need
to do it often.

Have people had experience changing a large texture on a shape on every
frame, or at the very least several times a second?

Dave Yazel

----- Original Message -----
From: Paul Byrne <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, September 29, 2000 7:02 PM
Subject: Re: [JAVA3D] Clouds


Hi Dave,

Check out http://vterrain.org/Atmosphere/clouds.html

Rgds

Paul


>MIME-Version: 1.0
>Content-Transfer-Encoding: 7bit
>X-Priority: 3
>X-MSMail-Priority: Normal
>X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200
>Date: Fri, 29 Sep 2000 18:51:07 -0400
>From: David <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Clouds
>To: [EMAIL PROTECTED]
>
>Hi all:
>
>I have scoured the web looking for techniques for generating clouds ala
>Asheron's call and Everquest.  Even came up blank on Gamasutra.  Can anyone
>toss me a hint?  In particular I am looking for moving clouds.  Should I be
>using a multi-texture for highlighting a plasma function?
>
>Dave Yazel
>

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