Talk:LlCloud
Windlight?
How will this be affected by windlight? --Lavender Arrow 09:33, 19 February 2008 (PST)
either sync or don't bother
which is why different clients can see different cloud formations and de-synchronizes cloud view from the server over time.
LL should either lock the sync of cloud formations across all users, or they should not bother trying to sync at all and just generate cloud formations local to the client only. A halfway implementation that doesn't keep in sync ultimately just wastes bandwidth vs just a randomized clientside cloud generator that needs no bandwidth. Scalar Tardis 20:26, 28 May 2008 (PDT)
- The clouds refered to are the particle like clouds and not the shader clouds (windlight). That aspect of the documentation hasn't been updated, most likely because nobody cares enough to ask LL how clouds currently work. It's totally moot considering the user can override the windlight settings. It's one of those little things that nobody really cares about. The stars fit into much the same category. -- Strife Onizuka 00:18, 29 May 2008 (PDT)
Errors in notes?
"Values returned above 1.0 - 2.0 indicate rainfall, but the option for rain is not currently implemented so values are capped at 1.0."
Minor point really, seeing as how this function is virtually useless except perhaps as a generator of not-so-random numbers that kinda "flow"...
It *does* return values greater than 1.0, and the phrase "above 1.0 - 2.0" is confusing; I think it's trying to say "in the range 1.0 - 2.0". I'm too ignorant of the inner workings of SL to be comfortable fixing this without moral support. Pete Olihenge 21:56, 3 February 2010 (UTC)