Hi,
For all, I made a small package with the textures I used in the video- there
are more to come and more shaping of the clouds.
You can take a look here:
www.hoerbird.net/clouds_cumulus.zip
Cheers
HHS
-
This SF.
On Sun, 16 Nov 2008 22:58:36 + (GMT), Heiko wrote in message
<[EMAIL PROTECTED]>:
>
> >
> > ..aye, just one li'l thing, shouldn't the other 2
> > planes vanish in the
> > denser clouds? I've seen wings 'n engines
> > disappear in cloudy hide 'n
> > seek, can happen several times a second.
>
> ..aye, just one li'l thing, shouldn't the other 2
> planes vanish in the
> denser clouds? I've seen wings 'n engines
> disappear in cloudy hide 'n
> seek, can happen several times a second.
>
Yep- and so much as I know it is on the To-Do-List of Stuart
But when you look into other sims
On Sun, 16 Nov 2008 08:38:18 + (GMT), Stuart wrote in message
<[EMAIL PROTECTED]>:
> Heiko Schulz wrote:
>
> > I began with making new cloud textures and shaping via xml.
> > Creating clouds is easier than I thought though it is a lot of
> > work- like building an aircraft! ;-)
> >
> > Here
Heiko Schulz wrote:
> I began with making new cloud textures and shaping via xml. Creating clouds
> is
> easier than I thought though it is a lot of work- like building an aircraft!
> ;-)
>
> Here is a video featuring the 3d-clouds with new textures. I need still work
> on
> shaping and crea
Hi at all,
>
> The tools are there for anyone to take a look at and help
> improve.
> I'm not very good with GIMP, so I'm hoping that
> someone else
> can spend some time improving them.
>
> There are details of the XML format in
>
> data/Docs/README.3DClouds
>
> -Stuart
I began with making
> We have this
> http://pagesperso-orange.fr/GRTux/3DClouds-img6.jpg
>
> AND this
> http://pagesperso-orange.fr/GRTux/3DClouds-img8.jpg
>
> Which means that the layer(behind) being the cause of
> these ugly edges
> could be Clouds and Sea.
>
> We may hope that could be fixed, since, we have
On lundi 10 novembre 2008, Stuart Buchanan wrote:
> Heiko Schulz wrote:
> > There is only thing I miss, or can't see it really- are the clouds moving
> > due to the wind?
> > I know that the old clouds did this...
>
> Not yet.That's on my list of things to solve next.
>
> -Stuart
>
We have this
ht
Heiko Schulz wrote:
> There is only thing I miss, or can't see it really- are the clouds moving due
> to
> the wind?
> I know that the old clouds did this...
Not yet.That's on my list of things to solve next.
-Stuart
On lundi 10 novembre 2008, Stuart Buchanan wrote:
>
> Our 3D clouds perform similar lighting calculations. The cloud texture is
> lit based on the dot product of it's position relative to the center of
> the cloud mass, and the lighting vector. So the sprites on side of the
> cloud facing away fro
One thing that Mark Harris' clouds considered was lighting I believe.
Portions of the cloud that were shaded were darker and portions of the cloud
most exposed to the sun light were lighter. I don't know the exact
algorithm, but I believe he was doing some extra work with lighting. Then
all of th
Hello,
>Imposters would be good, if they worked :(
>> I think our current clouds if they had slightly better textures and
>> smoother alpha blending would look pretty good.
>The tools are there for anyone to take a look at and help improve.
>I'm not very good with GIMP, so I'm hoping tha
Curt wrote:
> One thing that Mark Harris' clouds considered was lighting I believe.
> Portions of the cloud that were shaded were darker and portions of
> the cloud most exposed to the sun light were lighter.
> I don't know the exact algorithm, but I believe he was doing some
> extra work wit
2008 12:23 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Improved 3D Clouds patch (further
invesigations)
Roman Grigoriev wrote:
> Hi Stuart!
> Thanx for your greatest 3D clouds patch
> Works great but I find something that can totally eliminate glitches
Roman Grigoriev wrote:
> Hi Stuart!
> Thanx for your greatest 3D clouds patch
> Works great but I find something that can totally eliminate glitches ->
> Z-buffer precision.
> So if I have near/far zones to 0.01/7000 I have glitches, but when I
.01 is really not a reasonable near-plane value. Havin
Hi Stuart!
Thanx for your greatest 3D clouds patch
Works great but I find something that can totally eliminate glitches ->
Z-buffer precision.
So if I have near/far zones to 0.01/7000 I have glitches, but when I
modified to 10/7000 all glitches are gone.
Maybe we should render only clouds with high
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