Jim Wilson wrote:
Erik Hofman [EMAIL PROTECTED] said:
I've read through some documents and found one fairly interesting
document on the subject which explains why we should model it ourselves
after all:
http://www.badastronomy.com/bad/misc/moonbig.html
Erik Hofman [EMAIL PROTECTED] said:
My view is, when it's visible in the real world, then we it should be
visible in simulators. It might need a little fiddling here and there,
but then again, I yet have to see the documents that describe the exact
colors of clouds, sun/moon and the sky
Jim Wilson writes:
In any case, this sort of thing could be controlled through the
property tree.
And defaulted to off, but there for folks who think a big moon on
the horizon
looks more real.
Excellent !!
I agree *if* this is going to be modeled it *belongs* in the
property tree
The
You could always have /sim/augment_reality instead, then the meaning is obvious.
Richard
-Original Message-
From: Jim Wilson [mailto:[EMAIL PROTECTED]
Sent: 17 June 2003 11:40 am
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Sky object sizes
Erik Hofman
Richard Bytheway [EMAIL PROTECTED] said:
You could always have /sim/augment_reality instead, then the meaning is obvious.
Ah, I get it. How about /sim/lsd?
Kidding aside, it'd be better to have individual switches and values. Might
be good to start a /sim/sky path for configuring these
Hi,
I've read through some documents and found one fairly interesting
document on the subject which explains why we should model it ourselves
after all:
http://www.badastronomy.com/bad/misc/moonbig.html
http://www.griffithobs.org/IPSMoonIllus.html
Over the years, many visitors to the l.S.U.
Erik Hofman [EMAIL PROTECTED] said:
I've read through some documents and found one fairly interesting
document on the subject which explains why we should model it ourselves
after all:
http://www.badastronomy.com/bad/misc/moonbig.html
http://www.griffithobs.org/IPSMoonIllus.html
FWIW