BS * 1000000, m_cloud_y + BS - BS * camera_offset.Y, BS * 1000000);
}
+ void readSettings();
+
private:
video::SMaterial m_material;
core::aabbox3d<f32> m_box;
+ s16 m_passed_cloud_y;
float m_cloud_y;
+ u16 m_cloud_radius_i;
+ bool m_enable_3d;
video::SColorf m_color;
u32 m_seed;
v2f m_camera_pos;