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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 |
User-agent: |
KMail/1.9.5 |
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