#include <vector>
#include <osg/Fog>
+#include <simgear/math/sg_random.h>
#include <simgear/scene/material/Effect.hxx>
#include <simgear/scene/material/EffectGeode.hxx>
class SGNewCloud {
public:
- SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def);
+ SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def, mt* s);
~SGNewCloud();
// The density of the cloud is the shading applied
// to cloud sprites on the opposite side of the cloud
- // from the sun. For an invidual cloud instance a value
+ // from the sun. For an individual cloud instance a value
// between min_density and max_density is chosen.
float min_density;
float max_density;
osg::Geometry* quad;
osg::ref_ptr<simgear::Effect> effect;
static float sprite_density;
+
+ // RNG seed for this cloud
+ mt* seed;
osg::Geometry* createOrthQuad(float w, float h, int varieties_x, int varieties_y);
-
};