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laeuchli

Reconstituted Thread About YannL's Famous Cloud Thread

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So I'm reading Yann L's posts on cloud rendering in (http://www.gamedev.net/community/forums/topic.asp?topic_id=86024&PageSize=25&WhichPage=2), and I think I understand what he means by a 2.5D method of ray tracing the cloud hieght field using a Bresenham DDA, but I have some implementation questions. How does one go about implementing this? One has a cloud hieght field, and a point light position. I suppose I'm unclear on how to cast the rays. How do you decide how many rays to cast? How do you position the clouds relative to the light? I have the texture, I just dont understand how to start casting rays at it. If a ray does hit other points, as one continues to scatter the light using the harris method, I assume you add the current amount of unscattered light to that point you hit in the texture? Jesse

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