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 
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