Harald Johnson:

Changes
=======

- corrected some strange behavior when playing with the render dialog options
- the density slider is now working : if you are fps limited and still want to see clouds in
  the distance you should play with that
- added the choice for texture resolution, its more comprehensible now (before it was
  wrongly allways choosing 64x64 textures)
- changed the initial texture size : you now have 64 texture of 64x64, this uses 1Mo of
  texture memory (before it was 20 texture of  256x256, that took more memory and there was
  not enought impostors)
- sun vector is now right so the lighting is a bit better
- removed useless sort and light computations for impostors, this should save a lot of cpu
- blending of distant cloud is more accurate now
- clouds are now positioned correctly, they don't try to escape you anymore
- no more red/white boxes around cloud
- textures are now filtered (no more big pixels)

known bugs
==========

- distant objects are seen in front of clouds
This commit is contained in:
ehofman 2005-04-26 08:30:38 +00:00
parent 9048ee533d
commit d37992aaf9
6 changed files with 210 additions and 110 deletions

View File

@ -26,12 +26,38 @@
SGEnviro sgEnviro;
SGEnviro::SGEnviro(void) {
SGEnviro::SGEnviro(void) :
view_in_cloud(false),
precipitation_enable_state(false),
precipitation_density(100.0)
{
}
SGEnviro::~SGEnviro(void) {
}
void SGEnviro::startOfFrame(void) {
view_in_cloud = false;
if(SGNewCloud::cldCache)
SGNewCloud::cldCache->startNewFrame();
}
void SGEnviro::endOfFrame(void) {
}
// this can be queried to add some turbulence for example
bool SGEnviro::is_view_in_cloud(void) const {
return view_in_cloud;
}
void SGEnviro::set_view_in_cloud(bool incloud) {
view_in_cloud = incloud;
}
int SGEnviro::get_CacheResolution(void) const {
return SGCloudField::get_CacheResolution();
}
int SGEnviro::get_clouds_CacheSize(void) const {
return SGCloudField::get_CacheSize();
}
@ -45,6 +71,10 @@ bool SGEnviro::get_clouds_enable_state(void) const {
return SGCloudField::get_enable3dClouds();
}
void SGEnviro::set_CacheResolution(int resolutionPixels) {
SGCloudField::set_CacheResolution(resolutionPixels);
}
void SGEnviro::set_clouds_CacheSize(int sizeKb) {
SGCloudField::set_CacheSize(sizeKb);
}
@ -60,15 +90,17 @@ void SGEnviro::set_clouds_enable_state(bool enable) {
// rain/snow
float SGEnviro::get_precipitation_density(void) const {
return 0.0;
return precipitation_density;
}
bool SGEnviro::get_precipitation_enable_state(void) const {
return false;
return precipitation_enable_state;
}
void SGEnviro::set_precipitation_density(float density) {
precipitation_density = density;
}
void SGEnviro::set_precipitation_enable_state(bool enable) {
precipitation_enable_state = enable;
}
// others

View File

@ -24,18 +24,32 @@
class SGEnviro {
private:
bool view_in_cloud;
bool precipitation_enable_state;
float precipitation_density;
public:
SGEnviro();
~SGEnviro();
void startOfFrame(void);
void endOfFrame(void);
// this can be queried to add some turbulence for example
bool is_view_in_cloud(void) const;
void set_view_in_cloud(bool incloud);
// Clouds
// return the size of the memory pool used by texture impostors
int get_clouds_CacheSize(void) const;
int get_CacheResolution(void) const;
float get_clouds_visibility(void) const;
float get_clouds_density(void) const;
bool get_clouds_enable_state(void) const;
void set_clouds_CacheSize(int sizeKb);
void set_CacheResolution(int resolutionPixels);
void set_clouds_visibility(float distance);
void set_clouds_density(float density);
void set_clouds_enable_state(bool enable);
@ -54,5 +68,4 @@ public:
extern SGEnviro sgEnviro;
#endif // _VISUAL_ENVIRO_HXX
#endif // _VISUAL_ENVIRO_HXX

View File

@ -71,8 +71,8 @@ bool SGBbCache::allocTextureMemory(int cacheCount, int textureDimension) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glBindTexture(GL_TEXTURE_2D, 0);
cacheSizeKb = (textureDimension * textureDimension * 4);
@ -94,7 +94,7 @@ SGBbCache::SGBbCache(void) :
rt(0),
rtAvailable(false),
frameNumber(0),
maxImpostorRegenFrame(10)
maxImpostorRegenFrame(20)
{
}
@ -139,11 +139,11 @@ void SGBbCache::init(int cacheCount) {
}
}
if( cacheCount )
allocTextureMemory( cacheCount, 256 );
allocTextureMemory( cacheCount, 64 );
}
// TODO:not callable atm, texture size not handled correctly
bool SGBbCache::setCacheSize(int count, int textureDimension) {
if( count < 0 || count > 500)
return false;
@ -172,7 +172,7 @@ bool SGBbCache::setCacheSize(int count, int textureDimension) {
return allocTextureMemory( count, textureDimension);
}
// TODO:not callable atm, texture size not handled correctly
bool SGBbCache::setCacheSize(int sizeKb) {
if( sizeKb < 0 || sizeKb > 256*1024)
return false;
@ -181,10 +181,10 @@ bool SGBbCache::setCacheSize(int sizeKb) {
return true;
int count = 1;
int textureDimension = 256;
if( cacheSizeKb >= 8*1024 ) {
if( sizeKb >= 8*1024 ) {
// more than 32 256x256 textures
textureDimension = 256;
} else if( cacheSizeKb >= 2*1024 ) {
} else if( sizeKb >= 2*1024 ) {
// more than 32 128x128 textures
textureDimension = 128;
} else {
@ -305,10 +305,10 @@ bool SGBbCache::isBbValid( int cldId, int bbId, float angleY, float angleX) {
if( builtBBframe >= maxImpostorRegenFrame )
return true;
if( fabs(angleY - bbList[bbId].angleY) >= 5.0 )
if( fabs(angleY - bbList[bbId].angleY) >= 4.0 )
return false;
if( fabs(angleX - bbList[bbId].angleX) >= 5.0 )
if( fabs(angleX - bbList[bbId].angleX) >= 4.0 )
return false;
bbList[bbId].frameUsed = frameNumber;

View File

@ -29,12 +29,14 @@
#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/polar3d.hxx>
#include STL_ALGORITHM
#include <vector>
SG_USING_STD(vector);
#include <simgear/environment/visual_enviro.hxx>
#include "newcloud.hxx"
#include "cloudfield.hxx"
@ -45,9 +47,26 @@ float SGCloudField::CloudVis = 25000.0f;
bool SGCloudField::enable3D = true;
// fieldSize must be > CloudVis or we can destroy the impostor cache
// a cloud must only be seen once or the impostor will be generated for each of his positions
double SGCloudField::fieldSize = 30000.0;
double SGCloudField::fieldSize = 27000.0;
float SGCloudField::density = 100.0;
static int last_cache_size = 4*1024;
static int last_cache_size = 1*1024;
static int cacheResolution = 64;
int SGCloudField::get_CacheResolution(void) {
return cacheResolution;
}
void SGCloudField::set_CacheResolution(int resolutionPixels) {
if(cacheResolution == resolutionPixels)
return;
cacheResolution = resolutionPixels;
if(enable3D) {
int count = last_cache_size * 1024 / (cacheResolution * cacheResolution * 4);
if(count == 0)
count = 1;
SGNewCloud::cldCache->setCacheSize(count, cacheResolution);
}
}
int SGCloudField::get_CacheSize(void) {
return SGNewCloud::cldCache->queryCacheSize();
@ -61,10 +80,17 @@ void SGCloudField::set_CacheSize(int sizeKb) {
return;
if(sizeKb)
last_cache_size = sizeKb;
SGNewCloud::cldCache->setCacheSize(sizeKb);
if(enable3D) {
int count = last_cache_size * 1024 / (cacheResolution * cacheResolution * 4);
if(count == 0)
count = 1;
// SGNewCloud::cldCache->setCacheSize(sizeKb);
SGNewCloud::cldCache->setCacheSize(count, cacheResolution);
}
}
void SGCloudField::set_CloudVis(float distance) {
SGCloudField::CloudVis = distance;
if( distance <= fieldSize )
SGCloudField::CloudVis = distance;
}
void SGCloudField::set_density(float density) {
SGCloudField::density = density;
@ -104,15 +130,7 @@ void SGCloudField::reposition( sgVec3 p, sgVec3 up, double lon, double lat, doub
sgMakeCoordMat4( transform, &layerpos );
// TODO:use a simple sphere earth
double az1, az2, s;
geo_inverse_wgs_84( 0.0, 0.0, 0.0, lat*SG_RADIANS_TO_DEGREES , lon*SG_RADIANS_TO_DEGREES, &az1, &az2, &s);
az1 = az1 * SG_DEGREES_TO_RADIANS;
// compute the view position on a 'flat' earth
deltay = -cos(SG_PI/2+az1) * s;
deltax = -sin(SG_PI/2+az1) * s;
// deltax = cos(0.0) * s;
// deltay = sin(0.0) * s;
this->alt = alt;
// simulate clouds movement from wind
@ -126,13 +144,51 @@ void SGCloudField::reposition( sgVec3 p, sgVec3 up, double lon, double lat, doub
relative_position[SG_Y] += by;
}
if ( lon != last_lon || lat != last_lat || sp_dist != 0 ) {
Point3D start( last_lon, last_lat, 0.0 );
Point3D dest( lon, lat, 0.0 );
double course = 0.0, dist = 0.0;
calc_gc_course_dist( dest, start, &course, &dist );
// if start and dest are too close together,
// calc_gc_course_dist() can return a course of "nan". If
// this happens, lets just use the last known good course.
// This is a hack, and it would probably be better to make
// calc_gc_course_dist() more robust.
if ( isnan(course) ) {
course = last_course;
} else {
last_course = course;
}
// calculate cloud movement due to external forces
double ax = 0.0, ay = 0.0;
if (dist > 0.0) {
ax = cos(course) * dist;
ay = sin(course) * dist;
}
deltax += ax;
deltay += ay;
last_lon = lon;
last_lat = lat;
}
// correct the frustum with the right far plane
ssgContext *context = ssgGetCurrentContext();
frustum = *context->getFrustum();
frustum.setNearFar(1.0, CloudVis);
}
SGCloudField::SGCloudField() {
SGCloudField::SGCloudField() :
last_density(0.0),
deltax(0.0),
deltay(0.0),
last_course(0.0)
{
sgSetVec3( relative_position, 0,0,0);
theField.reserve(200);
inViewClouds.reserve(200);
@ -147,11 +203,43 @@ SGCloudField::~SGCloudField() {
}
// use a table or else we see poping when moving the slider...
static int densTable[][10] = {
{0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0},
{1,0,0,0,1,0,0,0,0,0},
{1,0,0,0,1,0,0,1,0,0}, // 30%
{1,0,1,0,1,0,0,1,0,0},
{1,0,1,0,1,0,1,1,0,0}, // 50%
{1,0,1,0,1,0,1,1,0,1},
{1,0,1,1,1,0,1,1,0,1}, // 70%
{1,1,1,1,1,0,1,1,0,1},
{1,1,1,1,1,0,1,1,1,1}, // 90%
{1,1,1,1,1,1,1,1,1,1}
};
// set the visible flag depending on density
void SGCloudField::applyDensity(void) {
int row = (int) (density / 10.0);
int col = 0;
list_of_Cloud::iterator iCloud;
for( iCloud = theField.begin() ; iCloud != theField.end() ; iCloud++ ) {
if(++col > 9)
col = 0;
if( densTable[row][col] ) {
iCloud->visible = true;
} else
iCloud->visible = false;
}
last_density = density;
}
// add one cloud, data is not copied, ownership given
void SGCloudField::addCloud( sgVec3 pos, SGNewCloud *cloud) {
Cloud cl;
sgCopyVec3( cl.pos, pos );
cl.aCloud = cloud;
cl.visible = true;
cloud->SetPos( pos );
theField.push_back( cl );
}
@ -165,7 +253,7 @@ static float Rnd(float n) {
// build a field of cloud of size 25x25 km, its a grid of 11x11 clouds
void SGCloudField::buildTestLayer(void) {
const float s = 2200.0f;
const float s = 2250.0f;
for( int z = -5 ; z <= 5 ; z++) {
for( int x = -5 ; x <= 5 ; x++ ) {
@ -175,21 +263,23 @@ void SGCloudField::buildTestLayer(void) {
addCloud(pos, cloud);
}
}
applyDensity();
}
// cull all clouds of a tiled field
void SGCloudField::cullClouds(sgVec3 eyePos, sgMat4 mat) {
list_of_Cloud::iterator iCloud;
// const float distVisCompare = CloudVis * CloudVis;
// TODO:cull the field before culling the clouds in the field (should eliminate 3 fields)
for( iCloud = theField.begin() ; iCloud != theField.end() ; iCloud++ ) {
sgVec3 dist;
sgSphere sphere;
if( ! iCloud->visible )
continue;
sgSubVec3( dist, iCloud->pos, eyePos );
sphere.setCenter(dist[0], dist[2], dist[1]);
sphere.setRadius(iCloud->aCloud->getRadius());
float radius = iCloud->aCloud->getRadius();
sphere.setRadius(radius);
sphere.orthoXform(mat);
if( frustum.contains( & sphere ) != SG_OUTSIDE ) {
float squareDist = dist[0]*dist[0] + dist[1]*dist[1] + dist[2]*dist[2];
@ -199,16 +289,13 @@ void SGCloudField::cullClouds(sgVec3 eyePos, sgMat4 mat) {
// save distance for later sort, opposite distance because we want back to front
tmp.dist = - squareDist;
inViewClouds.push_back(tmp);
if( squareDist - radius*radius < 100*100 )
sgEnviro.set_view_in_cloud(true);
}
}
}
static inline void myswap(float &a, float &b) {
float tmp = a;
a = b;
b = tmp;
}
// Render a cloud field
// because no field can have an infinite size (and we don't want to reach his border)
@ -221,30 +308,29 @@ void SGCloudField::Render(void) {
if( ! enable3D )
return;
if( last_density != density ) {
last_density = density;
applyDensity();
}
// ask the impostor cache to do some cleanup
// TODO:don't do that for every field
SGNewCloud::cldCache->startNewFrame();
inViewClouds.clear();
// cloud fields are tiled on the flat earth
// compute the position in the tile
relx = -fmod( deltax + relative_position[SG_X], fieldSize );
rely = -fmod( deltay + relative_position[SG_Y], fieldSize );
glPushMatrix();
sgMat4 modelview, tmp, invtrans;
// try to find the sun position (buggy)
// try to find the sun position
sgTransposeNegateMat4( invtrans, transform );
sgVec3 lightVec;
ssgGetLight( 0 )->getPosition( lightVec );
sgNegateVec3( lightVec );
sgXformVec3( lightVec, invtrans );
sgNormaliseVec3( lightVec );
sgCopyVec3( SGNewCloud::modelSunDir, lightVec );
sgSetVec3( SGNewCloud::modelSunDir, lightVec[0], lightVec[2], lightVec[1]);
// try to find the lighting data (buggy)
sgVec4 diffuse, ambient;
ssgGetLight( 0 )->getColour( GL_DIFFUSE, diffuse );
@ -257,11 +343,12 @@ void SGCloudField::Render(void) {
sgCopyMat4( tmp, transform );
sgPostMultMat4( tmp, modelview );
sgSetVec3( eyePos, -relx, -tmp[3][2], -rely);
sgSetVec3( eyePos, -relx, 0, -rely);
// cloud fields are tiled on the flat earth
// compute the position in the tile
relx = -fmod( deltax + relative_position[SG_X] + tmp[3][0], fieldSize );
rely = -fmod( deltay + relative_position[SG_Y] + tmp[3][1], fieldSize );
sgSetVec3( eyePos, -relx, alt, -rely);
// sgSetVec3( eyePos, 0, - tmp[3][2], 0);
// sgSetVec3( eyePos, 20000, - tmp[3][2], 20000);
tmp[3][2] = 0;
tmp[3][0] = 0;
@ -296,12 +383,10 @@ void SGCloudField::Render(void) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
glDisable(GL_CULL_FACE);
// glDisable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_TEST);
glEnable(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc( GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// glEnable( GL_COLOR_MATERIAL );
glEnable( GL_TEXTURE_2D );
glDisable( GL_FOG );
glDisable(GL_LIGHTING);
@ -316,11 +401,13 @@ void SGCloudField::Render(void) {
glBindTexture(GL_TEXTURE_2D, 0);
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
glEnable( GL_FOG );
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
ssgLoadModelviewMatrix( modelview );
glPopMatrix();
// glEnable(GL_DEPTH_TEST);
}

View File

@ -38,7 +38,7 @@ public:
sgVec3 eyePos;
float dist;
bool operator<(const culledCloud &b) const {
return (this->dist < b.dist);
return this->dist < b.dist;
}
};
typedef vector<culledCloud> list_of_culledCloud;
@ -50,6 +50,7 @@ private:
public:
SGNewCloud *aCloud;
sgVec3 pos;
bool visible;
// float dist;
// bool culled;
@ -64,6 +65,8 @@ private:
// cull all clouds of a tiled field
void cullClouds(sgVec3 eyePos, sgMat4 mat);
void applyDensity(void);
list_of_Cloud theField;
// this is a relative position only, with that we can move all clouds at once
sgVec3 relative_position;
@ -73,6 +76,9 @@ private:
sgMat4 transform;
double deltax, deltay, alt;
double last_lon, last_lat, last_course;
float last_density;
public:
@ -101,11 +107,13 @@ public:
// return the size of the memory pool used by texture impostors
static int get_CacheSize(void);
static int get_CacheResolution(void);
static float get_CloudVis(void) { return CloudVis; }
static float get_density(void) { return density; }
static bool get_enable3dClouds(void) { return enable3D; }
static void set_CacheSize(int sizeKb);
static void set_CacheResolution(int resolutionPixels);
static void set_CloudVis(float distance);
static void set_density(float density);
static void set_enable3dClouds(bool enable);

View File

@ -33,6 +33,7 @@
#include STL_ALGORITHM
#include SG_GLU_H
#include "cloudfield.hxx"
#include "newcloud.hxx"
@ -45,7 +46,7 @@ static ssgTexture *cloudTextures[SGNewCloud::CLTexture_max];
bool SGNewCloud::useAnisotropic = true;
SGBbCache *SGNewCloud::cldCache = 0;
static bool texturesLoaded = false;
float SGNewCloud::nearRadius = 2500.0f;
float SGNewCloud::nearRadius = 3500.0f;
bool SGNewCloud::lowQuality = false;
sgVec3 SGNewCloud::sunlight = {0.5f, 0.5f, 0.5f};
sgVec3 SGNewCloud::ambLight = {0.5f, 0.5f, 0.5f};
@ -67,7 +68,7 @@ SGNewCloud::SGNewCloud() :
// if( ! texturesLoaded ) {}
if( cldCache == 0 ) {
cldCache = new SGBbCache;
cldCache->init( 20 );
cldCache->init( 64 );
}
}
@ -309,7 +310,7 @@ void SGNewCloud::genSprites( void ) {
// definition of a cu cloud, only for testing
void SGNewCloud::new_cu(void) {
float s = 150.0f;
float s = 250.0f;
float r = Rnd(1.0) + 0.5;
if( r < 0.5f ) {
addContainer(0.0f, 0.0f, 0.0f, s, CLbox_cumulus);
@ -332,7 +333,7 @@ void SGNewCloud::new_cu(void) {
} else {
// cb
s = 475.0f;
s = 675.0f;
addContainer(0, 0, 0, s, CLbox_cumulus);
addContainer(0, 0, s, s, CLbox_cumulus);
addContainer(s, 0, s, s, CLbox_cumulus);
@ -368,43 +369,12 @@ void SGNewCloud::SetPos(sgVec3 newPos) {
/*
Public Sub drawContainers()
Dim N As Integer, i As Integer
N = UBound(tbSpriteCont())
Call glPolygonMode(faceFrontAndBack, pgmLine)
Call glColor3f(0.9, 0.9, 0.9)
For i = 0 To N - 1
With tbSpriteCont(i)
Call glPushMatrix
Call glTranslatef(.x * c_scale + cloudpos(0), .y * c_scale + cloudpos(1), .z * c_scale + cloudpos(2))
Call gCtl.Shapes.box(.r * c_scale, .r * c_scale, .r * c_scale)
Call glPopMatrix
End With
Next i
If 0 Then
Call glPushMatrix
Call glTranslatef(ccenter(0), ccenter(1), ccenter(2))
Call gCtl.Shapes.Sphere(cradius, 8, 8)
Call glPopMatrix
End If
End Sub
*/
void SGNewCloud::drawContainers() {
}
/*
*/
//bool SGNewCloud::compareSpriteFunction(const spriteDef &a, const spriteDef &b) {
// return (a.dist > b.dist);
//}
// sort on distance to eye because of transparency
void SGNewCloud::sortSprite( sgVec3 eye ) {
@ -424,7 +394,12 @@ void SGNewCloud::Render3Dcloud( bool drawBB, sgVec3 FakeEyePos, sgVec3 deltaPos,
/* int clrank = fadingrank / 10;
int clfadeinrank = fadingrank - clrank * 10;*/
float CloudVisFade = 1.0 / (1.5 * SGCloudField::get_CloudVis());
computeSimpleLight( FakeEyePos );
// view point sort, we sort because of transparency
sortSprite( FakeEyePos );
GLint previousTexture = -1, thisTexture;
list_of_spriteDef::iterator iSprite;
@ -491,8 +466,7 @@ void SGNewCloud::Render3Dcloud( bool drawBB, sgVec3 FakeEyePos, sgVec3 deltaPos,
sgCopyVec4 ( l3, iSprite->l3 );
if( ! drawBB ) {
// blend clouds with sky based on distance to limit the contrast of distant cloud
// TODO:use cloudfield vis, not hardcoded value
float t = 1.0f - dist_center / (15000.0f * 2.0 );
float t = 1.0f - dist_center * CloudVisFade;
if ( t < 0.0f )
t = 0.0f; // no, it should have been culled
// now clouds at the far plane are half blended
@ -591,8 +565,9 @@ void SGNewCloud::RenderBB(sgVec3 deltaPos, float angleY, float angleX, float dis
glRotatef(angleX, 1.0f, 0.0f, 0.0f);
// blend clouds with sky based on distance to limit the contrast of distant cloud
// TODO:use cloudfield vis, not hardcoded value
float t = 1.0f - dist_center / (15000.0f * 2.0 );
float CloudVisFade = (1.5 * SGCloudField::get_CloudVis());
float t = 1.0f - dist_center / CloudVisFade;
// err the alpha value is not good for impostor, debug that
t *= 1.65;
if ( t < 0.0f )
@ -611,7 +586,7 @@ void SGNewCloud::RenderBB(sgVec3 deltaPos, float angleY, float angleX, float dis
glVertex2f(-r, -r);
glEnd();
#if 1 // debug only
#if 0 // debug only
int age = cldCache->queryImpostorAge(bbId);
// draw a red border for the newly generated BBs else draw a white border
if( age < 200 )
@ -646,36 +621,21 @@ bool SGNewCloud::isBillboardable(float dist) {
// near clouds we don't want to use BB
return false;
}
// return false;
return true;
}
// render the cloud, fakepos is a relative position inside the cloud field
void SGNewCloud::Render(sgVec3 fakepos) {
sgVec3 eyePos, FakeEyePos;
void SGNewCloud::Render(sgVec3 FakeEyePos) {
sgVec3 dist;
glColor3f(1.0f, 1.0f, 1.0f);
// obsolete code
sgCopyVec3( eyePos, fakepos );
sgCopyVec3( FakeEyePos, fakepos);
sgVec3 deltaPos;
// sgSubVec3( deltaPos, eyePos, FakeEyePos);
sgCopyVec3( deltaPos, FakeEyePos);
sgSubVec3( dist, center, FakeEyePos);
float dist_center = sgLengthVec3(dist);
// eeeek don't do that so early, perhaps we will use an impostor
computeSimpleLight( FakeEyePos );
// view point sort, we sort because of transparency
// eeeek don't do that so early, perhaps we will use an impostor
sortSprite( FakeEyePos );
if( !isBillboardable(dist_center) ) {