Vassilii meant that it is the program that generate the 3D clouds, and there is
no data elsewhere, just random numbers generated by an algorithm. He pointed
you to C++ source files. And yes, SimGear is integrated in the Windows version
too.
-Fred
Quoting Heiko Schulz :
> Hi,
>
> Thanks! But I ha
Hi,
Thanks! But I have the Windows Version - no SimGear!
Greetings
HHS
--- Vassilii Khachaturov <[EMAIL PROTECTED]>
schrieb:
> > Well, that's it! That's why my question: how is
> the
> > 3D-Clouds are generated?
> >
> > There are textures for it, but I still nott found
> out
> > how this clouds
> Well, that's it! That's why my question: how is the
> 3D-Clouds are generated?
>
> There are textures for it, but I still nott found out
> how this clouds are generated!
It's in the SimGear source. Have a look at
SimGear/source/simgear/environment. For the scene graph thingies,
have a look at th
--- Dave Culp <[EMAIL PROTECTED]> schrieb:
> On the other hand, if the 3D clouds code, or some
> other technique could be
> applied here then I'm all for it, as long as the
> result looks somewhat like a
> 35,000 foot storm.
Well, that's it! That's why my question: how is the
3D-Clouds are
On Tuesday 18 July 2006 01:22 pm, Heiko Schulz wrote:
> Well, I tried the "bigstorm_demo.xml" and it's great!
> But it looks of coirse not very well.
Yes, there is a problem there. Texturing a 35,000 foot tall object is tricky,
and will probably require a huge texture(s). Artistic help could al
Hi,
How you can improve the weather in Flightgear?
Well, I tried the "bigstorm_demo.xml" and it's great!
But it looks of coirse not very well.
Well, my question is how the 3D clouds are generated?
Is this a ac.-format, or somthing else?
Thanx
HHS
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