Thorsten wrote:(If I may be permitted a private interlude - I honestly feel like screaming <censored> from the top of my lungs, wiping Flightgear from the harddisk, and getting X-Plane instead and throw the whole cloud work into garbage. Thanks for indulging.)
Well, I'm out of ideas, and I'm simply down to asking for help. Hooray has already indicated that he might be willing to give it a try on the C++ side - if anyone else has any useful ideas, please let me know, there's a lot of my work in these projects, I believe the concept of AI weather is really powerful and capable of creating better weather effects than the system as it stands (even in 2.0.0) and I'd hate to see everything lost.
Apparently one can now control shaders via an XML tag - maybe that would help (maybe not) - if anyone knows where this is documented, please let me know. Thanks.
A have to admit glasmax.
You have to know that the AI scenarios, especially the weather scenarios are from a time when we had worser weather system than yet.
We have kept them, but I don't think a lot of people used them since 1.0.0 as clouds and the weather system improved. That's why it has been not really supported since last year. And I have to admit: I never liked the AI-Thunderstorms we have right now.
X-plane may have the better weather, but is closed and you will never have this possibility to edit, change and immprove the weather like in FlightGear- you just should be open enough for the way FGFS is sucessfully (!) developed. That means speak with the developers, use the devel-list to discuss your ideas, speak directly with them on the IRC-Chat, be open for the technics we can use now.
And regarding shader documentation: the shader language is GLSL, and the use of it is documentated as everything else in data/ Docs! But I think I've said this already soemwhere.