Code: Select all
mSkyX->getCloudsManager()->add(SkyX::CloudLayer::Options(/* Default options */));Code: Select all
mSkyX->getCloudsManager()->add(SkyX::CloudLayer::Options(/* Default options */));Oh god look at that fps! 1000->250, is it really worth it?Kenshido wrote:I only add the following:
and here's the difference:Code: Select all
mSkyX->getCloudsManager()->add(SkyX::CloudLayer::Options(/* Default options */));

Of course there are no clouds on the second screenshot. They're not enabled.Matheus Martino wrote:The FPS of the second screenshot is higher because skyx is not working properly, there is no clouds in that screenshot. You just made the pluging don't work with your changes.
Saphire Radeon x1950pro 256mb. I've no problems in games such as FarCry2. Direct3D, Windows XP.Xavyiy wrote:I think the problem is about your GPU processing power, vendor & model?


Get the unofficial release from the repository here:msdark wrote:How to build in Linux?


My up-comming project will also require lower visible distance, fog support would be an awesome option!Stinkfist wrote:could it be possible to include fog support for materials/shaders? I'm working with an open-source application in which unlimited view distance is not possible to use. Therefore reducing the view distance with fog would be handy..

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TerrainGroup::TerrainIterator ti = mTerrainGroup->getTerrainIterator();
while(ti.hasMoreElements())
{
Terrain* t = ti.getNext()->instance;
MaterialPtr ptr = t->getMaterial();
initBlendMaps(t);
mSkyX->getGPUManager()->addGroundPass(ptr->getTechnique(
0)->createPass(),5000,Ogre::SBT_TRANSPARENT_COLOUR);
}Saw that too!One other thing - I'd like to confirm some reports other people have had where the moon vanishes while the camera is moving when the camera is attached to a scene node.

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Ogre::TerrainGroup::TerrainIterator ti = mLoader->getTerrainGroup()->getTerrainIterator();
while(ti.hasMoreElements())
{
Ogre::Terrain* t = ti.getNext()->instance;
MaterialPtr ptr = t->getMaterial();
skyx->getGPUManager()->addGroundPass(ptr->getTechnique(0)->createPass(),340,Ogre::SBT_TRANSPARENT_COLOUR);
}
