I once tried to do some aurorae using very large 3d objects and 
while I could see them ok I couldn't get any colour in to them - 
they just looked white and the transparency I used in the 
texture was ineffective, so I could see the entire object, sharp 
edges and all  :(

dunno if you might have the same problem with using a 3d object 
for the sun.

Haven't got around to trying it yet but meteors might work ok.

LeeE

On Sunday 16 July 2006 20:14, Mark wrote:
> Hi Curt,
>
> I've been thinking about the idea with the cylinder the last
> days. What I like about it is, that this way the fog of the
> distant objects is thicker at ground-level and gets thinner
> with increasing altitude. And it's less stress on the hardware
> than shaders.
> The cylinder could be part of the SGSky class, maybe as
> atmosphere-object.
>
> But I want to get the sun ready before touching anything else.
> So if anyone else would like to try out implementing the
> cylinder, that would be great.-)
>
> Bye, Mark
>
> Curtis L. Olson wrote:
> > Mark wrote:
> >> Hi Steve,
> >>
> >> which line do you mean? The surface of the earth cutting of
> >> the sundisc? I agree this looks too sharp but I don't know
> >> how this could be improved with standards means.
> >> At least the sun's halos are blended with the fog already.
> >
> > I've been wondering about placing a short cylinder between
> > the sky dome and the terrain.   This would have "fog" color
> > at the base and blend to completely transparant at the top. 
> > This would help hide the outer fringe of the tiles in some
> > circumstances, and it would allow things like the sun and
> > moon to blend smoothly into the "true" horizon.  This could
> > also help with sky dome -> earth transition problems in
> > various areas.  We might consider moving this cylinder up
> > and down to match the current view point altitude.  This
> > should be really easy to implement without needing any fancy
> > opengl tricks (maybe make it part of they sky dome model),
> > but I just haven't had time to try it out.
> >
> > Curt.
>
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