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**##[[float]] llCloud([[vector]] [[offset]])##** [[return Returns]] the cloud density at the current [[position]] + **##[[offset]]##**. How clouds work: -[[SL]] features a [[http://lindenlab.com/press/technology cellular automata-based weather system]]. -There are 16x16 square cloud "[[cell cells]]" per [[simulator sim]] (which means each is 16x16[[meter m]] in [[scale size]]). ''Does it need to be stated that there are boundry cloud cells in each sim, as is stated on [[Weather]]?'' -MalarthiBehemoth -The cloud density data is sent from the [[server]] to the [[client]] once every time the [[AgentAndAvatar agent]] connects to a simulator via logging in or [[teleport]]ing into a simulator. -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-synchronises cloud view from the server over time. -The Z [[value]] in the [[vector]] is irrelevant (clouds are always between about 180-200m absolute height). -It returns a value between 0.0 and 1.0, with 0.0 being no clouds, and 1.0 very dense clouds. -Values returned above 1.0 - 2.0 indicate rainfall, but the option for rain is not currently implemented. -Values are no longer capped at 1.0, but nothing notable happens when 1.0 is exceeded. -Clouds and [[llWind wind]] are related. The cloud seed/growth/disipation algorithm uses a solenoidal vector field, which is a vector field with zero-divergence: **##nabla dot v = 0##** This condition is satisfied whenever **##v##** has a vector potential, because if **##v = nabla times A##** then **##nabla dot v = nabla dot (nabla times A) = 0##**. ---- [[functions Functions]] | [[simulator Simulator]] | [[weather Weather]]
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