How about using plain old textured plane crosses for clouds at bigger
distances? (the way trees are done, only with a (or several) horizontal
plane(s) added)
These might work better for bigger structures like cumulonimbus, and
such,
too, as you can control the shape a bit. (no fancy shader
On Saturday 26 March 2011 10:16:47 thorsten.i.r...@jyu.fi wrote:
Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
tarball and I host that for the time being as a dds texture patch to Local
Weather so that people can test what works better for them. Once we know
how
On Sat, Mar 26, 2011 at 6:27 AM, Robert dogg...@googlemail.com wrote:
Indeed the jitter is caused by Nasal's garbageCollect method. Simple
test: add a printf (apply attached patch to simgear) and you should see
the stutter is synchronized with it.
True! The text is printfed with every jitter.
On 26.03.2011 06:27, Robert wrote:
However, the garbage collector does a complete scan of all Nasal
objects to detect and remove unreachable elements. So, the more
Nasal data elements we have, the worse the jitter gets. Large
Nasal data structures will eventually break every
On 26.03.2011 10:03, Tim Moore wrote:
Reference counting doesn't provide a strong performance advantage over
conventional garbage collection, and a reference-counting scheme can
take an unbounded amount of time. Reference counting schemes that do
have real-time or bounded behavior are very
On Sat, Mar 26, 2011 at 6:27 AM, Robert dogg...@googlemail.com wrote:
Indeed the jitter is caused by Nasal's garbageCollect method. Simple
test: add a printf (apply attached patch to simgear) and you should
see
the stutter is synchronized with it.
True! The text is printfed with every
Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
tarball and I host that for the time being as a dds texture patch to Local
Weather so that people can test what works better for them. Once we know
how this affects different systems, we can decide what to do and which
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