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.


Use of vertex shaders to achieve fast splatting

 





SilverLining™ also allows you to simulate wind, with different wind speeds at different altitudes. Clouds will move in response to the wind you configure.

        Adjustable for a breeze or strong wind    
Home