3D Volumetric Stratocumulus Clouds Rendered With GPU Ray-Casting We’re proud to make available a beta release of SilverLining 2.0 to the general public! SilverLining 2.0 includes some exciting new features, including:

  • A new stratocumulus cloud layer type, which uses GPU ray-casting for true 3D volumetric clouds without using billboard splatting! This results in constant rendering time for very dense clouds, and per-pixel lighting. Stratocumulus clouds require a shader model 3 capable card and a fast fragment processor.
  • Better support for Visual Studio 2010
  • Better memory management capabilities – you may now extend an Allocator class to intercept all memory allocation and deallocation from SilverLining and its DLL’s, whether they are from new, malloc, or STL objects inside of SilverLining.
  • Support for arbitrary world units – no longer are you tied to units of one meter. See the new Atmosphere::SetWorldUnits() method.
  • Support for NVidia’s SceniX scene engine and the Carmenta engine.
  • Several bug fixes and performance enhancements.

SilverLining 2.0 is largely backward compatible with previous releases; the only change is that methods that return STL objects will return macros such as SL_VECTOR or SL_MAP now instead. If you are upgrading from a previous release, be sure to update not only the libraries, but also the headers and the resource folder as well.

Please report any bugs or issues to support@sundog-soft.com. Thank you!