   [Ogre 3D] Harri's Clouds
  Hi here,. I'm working on a game, basically it's a "fly through clods nothing more" game, so clouds are a vital part of it. Doing some researches, I've found a article,Mark Harri's clouds, and here on gamedev, I've founded antoher onerelated to it.I've readed both, and I think I've undertanded a part of the whole thing, but, all examples I could found were in OpenGL, and I don't know OpenGL(Yet).So, I would like to use it with Ogre3D instead. I realy would apreciate A complete tutorial or source code written in Ogre3d, but I know this is ask for to much.Some quick questions:- Where do the shader part comes into place? Ligthining the clouds?- It's better use the ogre particle system or pure billboards in order to do impostors?- How to draw the particles on billboards(Particle sistem) and make then look like 3D? You know, turn around then and they change apeareance.- How do I do the transaction from impostors to "Full 3D" clouds?I know there are to many questions, but any answer could cut my development line rougly, so, please, help a Noob XD.   
  Hi, I understand your concerns.The shaders in Mark's version are actually just an even more intense version of ray-tracing it seems. As they take into effect two kinds of light scattering, they do not look performance-light.I suggest using exactly what the paper describes which is essentially using screen-space billboards that act like particles.The (imposter) rendering procedure is covered quite well in section 3, dynamically generated impostors. If you re-read it and you have some specific questions, don't hesitate to post them.The beauty of it is that the amount of impostors makes it look like "Full 3D" clouds, especially with all the light scattering you're doing.   