diff --git a/Docs/README.3DClouds b/Docs/README.3DClouds index b8ebc2190..8bc6039d4 100644 --- a/Docs/README.3DClouds +++ b/Docs/README.3DClouds @@ -32,34 +32,41 @@ by a OpenGL Shader - a small program that is run on your graphics card. The cloud is defined by the following properties: - minimum width of the cloud in meters (default 500) - - maximum width of the cloud (default min-cloud-width-m) - - minimum height of the cloud (default min-cloud-width-m) - - maximum height of the cloud (default max-cloud-width-m) + - maximum width of the cloud (default min-cloud-width-m*1.5) + - minimum height of the cloud (default 400) + - maximum height of the cloud (default min-cloud-height-m*1.5) - texture file of sprites to use (default cl_cumulus.png) - number of cloud textures defined horizontally in the texture file (default 4) - number of cloud textures defined vertically in the texture file (default 4) + - whether to choose the vertical texture index based on + sprite height within the clouds (default false) - Number of sprite to generate for the cloud (default 20) - Light multiplier for sprites at the bottom of the cloud (default 1.0) - minimum width of the sprites used to create the cloud (default 200) - maximum width of the sprites used to create the cloud - (default min-sprite-width-m) + (default min-sprite-width-m*1.5) - minimum height of the spites used to create the cloud - (default min-sprite-width-m) + (default 150) - maximum height of the sprites used to create the cloud - (default max-sprite-height-m) + (default min-sprite-height-m*1.5) + - vertical scaling factor to apply to to the sprite after + billboarding. A small value would create a sprite that + looks squashed when viewed from the side. (default 1.0) + The texture to use for the sprites is defined in the tag. To allow some variation, you can create a texture file containing multiple sprites in a grid, and define the tags. The code decides which texture to use for a given sprite : randomly in the x-direction -and based on the altitude of the sprite within the cloud in the y-direction. -Therefore, you should put sprite textures you want to use for the bottom of -your cloud at the bottom of the texture file, and those you want to use for -the top of the cloud at the top of the texture file. +and based on the altitude of the sprite within the cloud in the y-direction +if is set. Therefore, you should put sprite textures +you want to use for the bottom of your cloud at the bottom of the texture +file, and those you want to use for the top of the cloud at the top of the +texture file. For example, the following Nasal snippet will create a cloud immediately above the aircraft at an altitude of 1000 ft above /environment/clouds/layer[0]/elevation-ft : @@ -92,14 +99,14 @@ Deleting Individual Clouds Clouds may be deleted by using the "del-cloud" command. This takes the following property arguments. - - The cloud layer number containing the cloud to delet. (default 0) + - The cloud layer number containing the cloud to delete. (default 0) - The unique identifier of the cloud to delete. Global 3D Clouds ================ -The global weather system uses sets of clouds defined in cloudlayers.xml -in your FG_ROOT. +The global weather system uses sets of clouds defined in +FG_ROOT/Environment/cloudlayers.xml The file has 3 distinct sections: layers, cloud boxes and clouds, described below.