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Re: [glob2-devel] PerlinNoise based clouds
From: |
Leo Wandersleb |
Subject: |
Re: [glob2-devel] PerlinNoise based clouds |
Date: |
Thu, 01 Feb 2007 11:21:05 +0100 |
> A dirty implementation isn't all that bad. As long as you clearly
My Code is almost all in one function and not too dirty. It's just that there
is a part repeated twice so modifications have to be aplyed twice and that the
trianglestrip produces weired behaviour at sharp cloud edges that i don't
understand why.
> I just tried your revised cloud implementation. I can't see any
> clouds. It seems entirely blank normal, no clouds whatsoever. Are they
> just very rare? Or is this unusual?
My clouds only work in OpenGL and non-reduced grafix. Please confirm that!
Why the old ones don't work in non-OpenGL I don't know. I tried to move the
original code to my function and only pass the *Sprite but i guess I
missmatched something at that last point.
Greetings, Leo Wandersleb
- Re: [glob2-devel] PerlinNoise based clouds,
Leo Wandersleb <=
- Re: [glob2-devel] PerlinNoise based clouds, Kai Antweiler, 2007/02/01
- Re: [glob2-devel] PerlinNoise based clouds, Bradley Arsenault, 2007/02/01
- Re: [glob2-devel] PerlinNoise based clouds, Kai Antweiler, 2007/02/01
- Re: [glob2-devel] PerlinNoise based clouds, Stéphane Magnenat, 2007/02/01
- Re: [glob2-devel] PerlinNoise based clouds, Bradley Arsenault, 2007/02/01
- Re: [glob2-devel] PerlinNoise based clouds, Leo Wandersleb, 2007/02/01
- Re: [glob2-devel] PerlinNoise based clouds, Bradley Arsenault, 2007/02/01
- Re: [glob2-devel] PerlinNoise based clouds, Leo Wandersleb, 2007/02/06
- Re: [glob2-devel] PerlinNoise based clouds, Martin Voelkle, 2007/02/12