> 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
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
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
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