I guess most people are aware of the rendering artefact in the skydome shader. I've made an observation which might shed some light into what it happening.
Under most angles, the artefact appears as a thin light grey line with subtly mismatched colors to both sides of it. However, under some angles at really high altitude, the line 'opens up' and becomes a narrow triangle. After changing the background color without skydome from fog to black, I've seen this narrow triangle filled with black rather than grey. This suggests that what we're seeing is not really a problem caused by the shader computations, but that there is a 'crack' in the skydome. I've observed repeatedly with the more complicated terrain shaders that they generate color and haze mismatches across fault lines in the terrain. This seems to be that more complicated trigonometry interpolation is thrown off-track whereas more simple distance computation fogging are not. So it may just be the case that the default skydome rendering procedure would never show such a crack in the skydome, but a more complicated shader would. Anyway, that's my best suspicion at this point, that in the artefact region we really see through a crack in the skydome into whatever is rendered beyond, and that trigonometry doesn't interpolate properly across the crack. So, I would recommend to have a look at the skydome vertex structure, although I have no idea where that resides. Cheers, * Thorsten ------------------------------------------------------------------------------ This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel

