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Re: [glob2-devel] PerlinNoise based clouds


From: Stéphane Magnenat
Subject: Re: [glob2-devel] PerlinNoise based clouds
Date: Mon, 29 Jan 2007 15:12:45 +0100
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Hi Leo,

I think that given the fact that advanced dynamic effects such as this one 
require opengl anyway (for performance), I suggest you implement it directly 
using opengl. In that case, you can directly tessalate the perlin noise at 
32x32 or 16x16 pixels resolution and draw triangles with alpha values 
differents for each vertex which would be both smoother and faster than 
actual version. In addition, you can implement more subtile composition 
effect than the one with alphaed pixmaps (which is dst = src * alpha + dst * 
(1-alpha)).

Please keep the actual system when opengl is not available (or when advanced 
opengl effects are disabled).

In the actual system there is a reflection of clouds in water which is drawen 
in white and shifted wrt shadow clouds. It would be nice to retain this 
effect with perlin noise.

Have a nice day,

Steph

-- 
http://nct.ysagoon.com




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