On Wed, Jan 11, 2012 at 8:09 AM,  Thorsten Renk wrote:
> I have now a scheme that does seem to do the trick - high stuff and stuff
> towards the sun glows properly before lower stuff and stuff away from the
> sun.
>
> http://www.flightgear.org/forums/viewtopic.php?f=47&t=14755&start=15#p147240

Very beautiful!

> The idea is:
>
> * compute the relative vector between eye position and vertex
> * get its z-component as altitude difference
> * pass the eye position altitude as uniform
> * add eye altitude to relative altitude - this is the uncorrected vertex
> altitude
> * use the known distance to correct for curvature to get the actual
> altitude (it's probably off by a few percent, but who cares?)

Rather than passing in the eye position as a uniform, why not
pass in the cloud altitude instead? Is this simply to avoid
needing to modify the C++ code?

-Stuart

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