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Returns a float that is the cloud density at the prim position +
|• vector||offset||–||offset relative to the prim's position and expressed in local coordinates|
Only the x and y coordinates in are important, the z component is ignored. Returned values are in the range [0.0, 2.0]. Values above 1.0 indicate rain.
- There are currently no SecondLife clients that render rain.
- The client attempts to render clouds from the cloud algorithm results sent from the server, which is why different clients can see different cloud formations and de-synchronizes cloud view from the server over time. The cloud density data is sent from the server to the client when the region is loaded by the client. This can happen when the region comes into view, during teleport or during login.
Clouds and wind are interrelated.
Clouds are always rendered between about 180-200m absolute height.
The cloud seed/growth/dissipation algorithm uses a solenoidal vector field, which is a vector field with zero-divergence: ∇ · v = 0
This condition is satisfied whenever v has a vector potential A, because if v = ∇ ⨯ A then ∇ · v = ∇ · (∇ ⨯ A) = 0
function float llCloud( vector offset );