Update to the 3DClouds README file covering recent changes.
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@ -32,34 +32,41 @@ by a OpenGL Shader - a small program that is run on your graphics card.
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The cloud is defined by the following properties:
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<min-cloud-width-m> - minimum width of the cloud in meters (default 500)
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<max-cloud-width-m> - maximum width of the cloud (default min-cloud-width-m)
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<min-cloud-height-m> - minimum height of the cloud (default min-cloud-width-m)
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<max-cloud-height-m> - maximum height of the cloud (default max-cloud-width-m)
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<max-cloud-width-m> - maximum width of the cloud (default min-cloud-width-m*1.5)
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<min-cloud-height-m> - minimum height of the cloud (default 400)
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<max-cloud-height-m> - maximum height of the cloud (default min-cloud-height-m*1.5)
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<texture> - texture file of sprites to use (default cl_cumulus.png)
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<num-textures-x> - number of cloud textures defined horizontally in the
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texture file (default 4)
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<num-textures-y> - number of cloud textures defined vertically in the
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texture file (default 4)
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<height-map-texture> - whether to choose the vertical texture index based on
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sprite height within the clouds (default false)
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<num-sprites> - Number of sprite to generate for the cloud (default 20)
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<bottom-shade> - Light multiplier for sprites at the bottom of the cloud
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(default 1.0)
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<min-sprite-width-m> - minimum width of the sprites used to create the cloud
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(default 200)
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<max-sprite-width-m> - maximum width of the sprites used to create the cloud
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(default min-sprite-width-m)
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(default min-sprite-width-m*1.5)
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<min-sprite-height-m> - minimum height of the spites used to create the cloud
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(default min-sprite-width-m)
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(default 150)
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<max-sprite-height-m> - maximum height of the sprites used to create the cloud
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(default max-sprite-height-m)
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(default min-sprite-height-m*1.5)
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<z-scale> - vertical scaling factor to apply to to the sprite after
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billboarding. A small value would create a sprite that
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looks squashed when viewed from the side. (default 1.0)
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The texture to use for the sprites is defined in the <texture> tag.
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To allow some variation, you can create a texture file containing multiple
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sprites in a grid, and define the <num-textures-x/y> tags. The code
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decides which texture to use for a given sprite : randomly in the x-direction
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and based on the altitude of the sprite within the cloud in the y-direction.
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Therefore, you should put sprite textures you want to use for the bottom of
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your cloud at the bottom of the texture file, and those you want to use for
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the top of the cloud at the top of the texture file.
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and based on the altitude of the sprite within the cloud in the y-direction
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if <height-map-texture> is set. Therefore, you should put sprite textures
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you want to use for the bottom of your cloud at the bottom of the texture
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file, and those you want to use for the top of the cloud at the top of the
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texture file.
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For example, the following Nasal snippet will create a cloud immediately above the
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aircraft at an altitude of 1000 ft above /environment/clouds/layer[0]/elevation-ft :
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@ -92,14 +99,14 @@ Deleting Individual Clouds
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Clouds may be deleted by using the "del-cloud" command. This takes the following
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property arguments.
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<layer> - The cloud layer number containing the cloud to delet. (default 0)
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<layer> - The cloud layer number containing the cloud to delete. (default 0)
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<index> - The unique identifier of the cloud to delete.
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Global 3D Clouds
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================
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The global weather system uses sets of clouds defined in cloudlayers.xml
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in your FG_ROOT.
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The global weather system uses sets of clouds defined in
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FG_ROOT/Environment/cloudlayers.xml
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The file has 3 distinct sections: layers, cloud boxes and clouds,
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described below.
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