Shadows,
Performance, and Wind
All
cumulus clouds generate shadow maps as a by-product of their lighting
computations. This shadow map is exposed to the application for
use in shadowing your terrain or other world objects, along with
the required transform matrices to use it.
Fast
performance is achieved through the use of vertex shaders to allow
extremely fast rendering while using the many specialized transforms
required to render our 3D clouds, and through the use of dynamically-generated
impostors to exploit the frame coherence of distant clouds.
