Re: [Flightgear-devel] Cloud detail range and faint clouds

2013-04-10 Thread Renk Thorsten
> Presumably making cirrus clouds after more sprites doesn't make for > very realistic clouds because of the size of the cloud structures? Well, they are very faint - say an alpha of 0.1 or less. If we make 10 sprites, each of them needs an alpha of 0.01 in order to get the same visual impression

Re: [Flightgear-devel] Cloud detail range and faint clouds

2013-04-09 Thread Stuart Buchanan
On Tue, Apr 9, 2013 at 8:12 AM, Renk Thorsten wrote: > The problem are faint Cirrus-type clouds which use 2-3 sprites, or in extreme > cases just a single one (they have a transparency of more than 90% and are > really just a faint haze modulation). Here, dropping half of the sprites > essential

[Flightgear-devel] Cloud detail range and faint clouds

2013-04-09 Thread Renk Thorsten
I want to bring a potential issue of the cloud detail range system to everyone's attention. What it does it reducing sprite count by dropping sprites in the back half of the cloud if the cloud is more than a configurable distance away, so faraway clouds have less overall density. This works g