From: <tho...@jy...> - 2011-03-28 11:11:09
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> FYI I'm currently looking at adding support for creating a 3D shader > cloud > using Nasal, to bypass the need to have XML wrappers etc. I'm hoping > that this can off-load some of the low level quad-tree work you > currently > have to do. That's absolutely splendid news! If there's a hard-coded subsystem that can create, destroy and move clouds around, it would not only be useful for performance, but also conceptually: Essentially the quadtree forces you to move all clouds with the same speed (if they're allowed to drift within the quadtree and have to be resorted, then all goes to hell...) - but if that isn't needed, one can move clouds with the actual windfield and for example move high-altitude clouds faster than low-altitude clouds. So, let me think a bit what set of properties I'd think useful, and then I get back to you with that. Cheers, * Thorsten |