Currently, in each frame a high resolution texture is composed, based on
multiple noise tiles with different octaves and resolutions each.
This is done to provide dynamic movement and shape dynamics for clouds.
There are several problems with this approach: Most of the detail is only
required towards the zenith. At the horizon only a tiny fraction is required
(first noise layer).
Simple idea: use sphere-map projection to provide a better detail distribution
for the case of hemisphere mapping, that we obviously have here. This also
allows to substantially lower the resolution (probably 1/8th of the area)
Original issue reported on code.google.com by costumebrother on 15 Aug 2012 at 4:00
Original issue reported on code.google.com by
costumebrother
on 15 Aug 2012 at 4:00